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	<updated>2026-11-07T06:16:22Z</updated>
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	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Yungmie_(FHD)&amp;diff=4948</id>
		<title>Liu Yungmie (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Yungmie_(FHD)&amp;diff=4948"/>
		<updated>2020-03-21T16:17:41Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Yungmie&lt;br /&gt;
|image=[[Image:Kr-yungmie.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Do you like zoners? Are you good at doing tiger knee motions consistently? Then Yungmie is the character for you. Sporting a unique keepaway style, Yungmie is a zoner who&#039;s gameplay revolves around her TK fireball, which is so opressive that it can give even top tiers a very hard time getting to her. She may not be for everyone as her gameplay demands a lot of execution, but Yungmie in the right hands has the potential to go toe to toe with the best characters in the game.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Best fireball in the game by far.&lt;br /&gt;
* Excellent anti airs in Nerichagi and cHP. &lt;br /&gt;
* Best character at running away from your opponent.&lt;br /&gt;
* Her throw leaves the opponent very far away from her.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Very execution heavy.&lt;br /&gt;
* No bufferable moves in neutral.&lt;br /&gt;
* Weak damage output in general.&lt;br /&gt;
* Has trouble opening up opponents who are turtling with a big life lead.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - &lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - &lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - &lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - &lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Aura Smash (Quarter Circle Forward in the air + Punch): Strongest fireball in the game. It has relatively fast startup, almost instant recovery and you can do it at any point of your jump. Mastering the TK motion to do Aura Smash off the ground is ESSENTIAL for Yungmie. Once you&#039;ve practiced the motion, you need to learn to confirm if the Aura Smash hits or is blocked, to then time your next Aura Smash properly. If you can do all of this properly, then you will have no issue beating even top tier characters consistently.&lt;br /&gt;
&lt;br /&gt;
*Neri Chagi (Forward, Down Back, Down, Down Forward + Kick): &lt;br /&gt;
&lt;br /&gt;
*Fire Kick (mash LP+LK 6 times, mash repeatedly to keep the move going): Why does Yungmie not get an instant version like Zazie and Jean? Whatever. Anyways, Yungmie does a series of kicks that light the opponent on fire, which gives you a knockdown. This move is very strong in dizzy combos and for dealing chip damage, so use it for that and not much else because it has bad hitboxes.&lt;br /&gt;
&lt;br /&gt;
*Triangle Jump (Against the corner of the screen, Up Forward + Punch/Kick): A walljump. You can use it to escape the corner if you happened to get trapped in there, and you can even do normals while in mid air, but beware that it has some start up.&lt;br /&gt;
&lt;br /&gt;
*Split Kick (Down + HK, only during Triangle Jump): A very wide kick that can cross up, similar to Vega&#039;s walldive. It has a mediocre hitbox, and it doesn&#039;t do much damage, but it&#039;s there for you to use it if you want.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
If you were a TASbot, then Yungmie would be an undisputed top tier of the game, probably even top 1. Her fireball game is so opressive that if one were to perfectly execute her Aura Smash inputs all the time, most characters would not even have a viable answer to Yungmie&#039;s gameplan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLKx3, cHK (yeah... this is the best you can do on the ground most of the time. It&#039;s better if you stop at the third cLK if your opponent blocks, then go immediatly into an Aura Smash or backdash).&lt;br /&gt;
*Aura Smash, cHK (in case they eat a fireball close to you, sweep them and then resume your fireball game).&lt;br /&gt;
*jHK, stHP xx Fire Kick (this is Yungmie&#039;s optimal dizzy combo. It is kinda difficult to execute if you&#039;re mashing the Fire Kick immediatly after stHP, so it is recommended that you start mashing slowly once jHK connects, then mash faster after stHP connects).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*vS. Karnov:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4946</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4946"/>
		<updated>2020-03-19T18:00:56Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Close) - Hits all crouching characters. This reason alone makes it important, and I&#039;ll elaborate on why in the Gameplay section.&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw. Your entire gameplan against most characters will be getting close to your opponent in order to make them eat a Double German, continuing the pressure and mixups and hopefully finishing the round right there.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 80 frames, or 1 and 1/3s of a second. Marstorius charges forward and delivers a clothesline that knocks down on hit and is completely safe on block. The problem is that, if blocked, it has huge pushback leaving you far away from your opponent, which is not what you want. Despite that inconvenience, plus the enormous charge time required, this move can be very useful for getting in. You can charge down-back, do a Rising Knee and still have back charge for this move in case you need to do it as soon as you land on the ground. It can also be used to whiff punish.&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Moonsault Press (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This move is not good. You&#039;d think it would be useful for going over fireballs, but trust me, it isn&#039;t at all. It is very punishable if done up close, and even though you can kinda space it to make it safe, it is very easy to react to and punish properly. It can cross up, but you have far better options for that.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam (Back, Up-Back, Up, Up-Forward, Forward + Punch, though you can also do Forward, Up-Forward, Up, Up-Back, Back + Punch): Marstorius lets out a frightening yell and does a sliding dash towards his opponent. If this move connects on the ground, Marstorius will grab his opponent and spinning tackle them to the ground and do damage comparable to Double German. If the move is blocked, Marstorius will be left at a punishable state right next to his opponent. The move also has some weird interactions when it hits extended limbs or people in the air, as it will hit them but not grab them. After connecting the move, you can do a LP Tiger Lariat in order to put yourself right next to your opponent and keep up the pressure. This move is an important part of Marstorius&#039; neutral game and in the mind games as well, as opponents will be scared to press buttons or throw bad fireballs due to the fear of getting hit by the move. Marstorius is all about conditioning and mind games, so be sure to incorporate this move into your arsenal, as it can quickly turn the tide of the battle!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: If you can navigate around Karnov&#039;s fireball, this match becomes much better. Neutral jump over his fireball and close the distance once you&#039;ve done so; don&#039;t try to jump towards him too often, as he can hit all of your jump in attempts with stLK. Mashing standing jabs in neutral will automatically hit any 100 Kicks Karnov, and make sure to chain into sweep or cancel into Double German afterwards (Body splash will also stop 100 Kicks if you do it relatively close to him). If he starts spamming Balloon, backdash if you&#039;re midscreen and punish with sweep, but if you&#039;re cornered then you either have to block or try to time one of your anti airs (cHP or sHP, Rising Knee is not great in this match up). If you&#039;re managed to get a knockdown, run rampant on Karnov&#039;s wake up, as he has very few options aside from blocking; once he&#039;s down, it&#039;s your chance to close the round right there.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: Punish bad Koryu Sais with Double German or sweep (hope you have the timing right). In order to get around his Tiger Bazooka, you&#039;re going to have to take some risks. Change the way in which you go over them: LK Rising Knee and jumping forward are your most reliable bets; you can technically neutral jump over his fireball, but it is extremely difficult to time. Whether you should throw out a jumping normal as you jump over the fireball depends on if it will hit Mizoguchi or not, so be cautious, don&#039;t think you should just hit a button everytime you jump. Once you&#039;ve gone over a fireball unscathed, what you will do next is a bit of a guessing game: Mizoguchi has to be careful of your Drill Power Slam and your Tiger Lariat, because his fireball is too slow to come out in time before those moves reach him, so most likely he will back up and wait, and this is your chance to move in. If you&#039;ve managed to get in, be wary of his DP and be ready with your punish. The match is hard, but it could be a lot worse.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4945</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4945"/>
		<updated>2020-03-19T17:40:59Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Close) - Hits all crouching characters. This reason alone makes it important, and I&#039;ll elaborate on why in the Gameplay section.&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw. Your entire gameplan against most characters will be getting close to your opponent in order to make them eat a Double German, continuing the pressure and mixups and hopefully finishing the round right there.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 80 frames, or 1 and 1/3s of a second. Marstorius charges forward and delivers a clothesline that knocks down on hit and is completely safe on block. The problem is that, if blocked, it has huge pushback leaving you far away from your opponent, which is not what you want. Despite that inconvenience, plus the enormous charge time required, this move can be very useful for getting in. You can charge down-back, do a Rising Knee and still have back charge for this move in case you need to do it as soon as you land on the ground. It can also be used to whiff punish.&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Moonsault Press (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This move is not good. You&#039;d think it would be useful for going over fireballs, but trust me, it isn&#039;t at all. It is very punishable if done up close, and even though you can kinda space it to make it safe, it is very easy to react to and punish properly. It can cross up, but you have far better options for that.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam (Back, Up-Back, Up, Up-Forward, Forward + Punch, though you can also do Forward, Up-Forward, Up, Up-Back, Back + Punch): Marstorius lets out a frightening yell and does a sliding dash towards his opponent. If this move connects on the ground, Marstorius will grab his opponent and spinning tackle them to the ground and do damage comparable to Double German. If the move is blocked, Marstorius will be left at a punishable state right next to his opponent. The move also has some weird interactions when it hits extended limbs or people in the air, as it will hit them but not grab them. After connecting the move, you can do a LP Tiger Lariat in order to put yourself right next to your opponent and keep up the pressure. This move is an important part of Marstorius&#039; neutral game and in the mind games as well, as opponents will be scared to press buttons or throw bad fireballs due to the fear of getting hit by the move. Marstorius is all about conditioning and mind games, so be sure to incorporate this move into your arsenal, as it can quickly turn the tide of the battle!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: If you can navigate around Karnov&#039;s fireball, this match becomes much better. Neutral jump over his fireball and close the distance once you&#039;ve done so. Mashing standing jabs in neutral will automatically hit any 100 Kicks Karnov, and make sure to chain into sweep or cancel into Double German afterwards (Body splash will also stop 100 Kicks if you do it relatively close to him). If he starts spamming Balloon, backdash if you&#039;re midscreen and punish with sweep, but if you&#039;re cornered then you either have to block or try to time one of your anti airs (cHP or sHP, Rising Knee is not great in this match up). If you&#039;re managed to get a knockdown, run rampant on Karnov&#039;s wake up, as he has very few options aside from blocking; once he&#039;s down, it&#039;s your chance to close the round right there.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Yungmie_(FHD)&amp;diff=4944</id>
		<title>Liu Yungmie (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Yungmie_(FHD)&amp;diff=4944"/>
		<updated>2020-02-29T15:22:17Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: Created page with &amp;quot;{{Infobox |title=Liu Yungmie |image=Image:Kr-yungmie.png   }}  ==Overview== Do you like zoners? Are you good at doing tiger knee motions consistently? Then Yungmie is the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Yungmie&lt;br /&gt;
|image=[[Image:Kr-yungmie.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Do you like zoners? Are you good at doing tiger knee motions consistently? Then Yungmie is the character for you. Sporting a unique keepaway style, Yungmie is a zoner who&#039;s gameplay revolves around her TK fireball, which is so opressive that it can give even top tiers a very hard time getting to her. She may not be for everyone as her gameplay demands a lot of execution, but Yungmie in the right hands has the potential to go toe to toe with the best characters in the game.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Best fireball in the game by far.&lt;br /&gt;
* Excellent anti airs in Nerichagi and cHP. &lt;br /&gt;
* Best character at running away from your opponent.&lt;br /&gt;
* Her throw leaves the opponent very far away from her.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Very execution heavy.&lt;br /&gt;
* No bufferable moves in neutral.&lt;br /&gt;
* Weak damage output in general.&lt;br /&gt;
* Has trouble opening up opponents who are turtling with a big life lead.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - &lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - &lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - &lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - &lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*vS. Karnov:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Kr-yungmie.png&amp;diff=4943</id>
		<title>File:Kr-yungmie.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Kr-yungmie.png&amp;diff=4943"/>
		<updated>2020-02-29T15:09:43Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Fighters_History_Dynamite&amp;diff=4942</id>
		<title>Fighters History Dynamite</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Fighters_History_Dynamite&amp;diff=4942"/>
		<updated>2020-02-29T13:33:51Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Fighter&#039;s History Dynamite&lt;br /&gt;
|image=[[Image:26647_front.jpg|170px]]&lt;br /&gt;
|developer=Data East&lt;br /&gt;
|publisher=Data East&lt;br /&gt;
|released=	&lt;br /&gt;
&#039;&#039;&#039;JP&#039;&#039;&#039;: March 17th, 1994&lt;br /&gt;
&#039;&#039;&#039;NA&#039;&#039;&#039;: April 28th, 1994&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fighter&#039;s History Dynamite&#039;&#039; (Also known as &#039;&#039;Karnov&#039;s Revenge&#039;&#039;) is a game created by the now-defunct company Data East. It is the second in the &#039;&#039;Fighter&#039;s History&#039;&#039; series (and the last that hit arcades), which famously drew the legal wrath of Capcom during the mid-90s. While the original &#039;&#039;Fighter&#039;s History&#039;&#039; was nothing special outside of its ripoff character designs and hilariously misquoted voices, &#039;&#039;Fighter&#039;s History Dynamite&#039;&#039; added two new characters and two playable bosses, as well as a complete re-tweaking of the engine to make it more combo-friendly. Although the game never achieved mainstream success, it maintains a bit of a cult following to this day.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
This is a fairly simple game system wise. There are four buttons and you can block and backdash. Normal throws are a direction and a button press. The system may be simple, but don&#039;t be fooled! It&#039;s difficult to master.&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
* Directional commands are listed assuming your character is facing right onscreen (1P side). [[File:B.png]] and [[File:F.png]] are reversed if you&#039;re facing the other direction.&lt;br /&gt;
&#039;&#039;&#039;Basic Controls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:DB.png]] - Guard low (during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Advance&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]][[File:B.png]] Back Dash (repeatable)&lt;br /&gt;
&lt;br /&gt;
A button - [[File:LP.png]] - Light Punch&lt;br /&gt;
&lt;br /&gt;
B button - [[File:HP.png]] - Hard Punch&lt;br /&gt;
&lt;br /&gt;
C button - [[File:LK.png]] - Light Kick&lt;br /&gt;
&lt;br /&gt;
D button - [[File:HK.png]] - Hard Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Mechanics==&lt;br /&gt;
* Any normal attack chains into any other normal attack on hit or block, including the same normal attack repeatedly. All normals also chain into any special attack, including command throws and they will execute if the character is within range.&lt;br /&gt;
* Backdashes are all invincible for a bit. There are no forward dashes except for Zazie&#039;s command dash.&lt;br /&gt;
* Throws cannot be escaped or softened. You can counter-mash to reduce hold damage.&lt;br /&gt;
* There are no super attacks in this game. There are &amp;quot;secret&amp;quot; moves that require unusual inputs and typically are stronger attacks.&lt;br /&gt;
&lt;br /&gt;
===Walk Speeds===&lt;br /&gt;
* Very Fast: Ryoko&lt;br /&gt;
* Fast: Yungmie&lt;br /&gt;
* Average: Matlok, Clown, Ray, Mizoguchi, Jean, Feilin&lt;br /&gt;
* Slow: Zazie, Samchay, Lee&lt;br /&gt;
* Very Slow: Karnov&lt;br /&gt;
* Slowest: Marstorius&lt;br /&gt;
&lt;br /&gt;
===Throws===&lt;br /&gt;
Throws are performed by holding Back or Forward on the joystick when close to the opponent, and then pressing Hard Punch (some characters also have throws done with Hard Kick). Regular throws can not be softened or escaped in any way. As in the old SF2&#039;s, throws can be performed on reversal frame on wakeup if the opponent is close enough (throw range is fairly good in this game).&lt;br /&gt;
&lt;br /&gt;
Clown and Samchay have &amp;quot;grab&amp;quot; throws in which you can do more damage during the grab by mashing the joystick/buttons. The opponent can also counter-mash and break out faster. Clown can do over 25% damage with enough mashing, giving him the best normal throw in the game.&lt;br /&gt;
&lt;br /&gt;
Ray, Jean, and Ryoko have air throws. Air throws do slightly more damage than regular throws, but generally aren&#039;t seen too often in play.&lt;br /&gt;
&lt;br /&gt;
Marstorius and Ryoko have special command throws. Unlike regular throws, their special throws can actually be buffered into off a regular attack, and will combo during hit stun if you&#039;re in range. Special throws have no whiff animation - if you buffer into a special throw off a blocked normal attack, you will instantly interrupt the animation of the previous normal attack with another normal attack (the button you just hit).&lt;br /&gt;
&lt;br /&gt;
===Dizzies===&lt;br /&gt;
Dizzies work differently from most other games. Each character has a unique piece of clothing on their body, which is damaged when hit, indicated by the object flashing. Once the object takes three hits it will fall off and the character will become dizzy. You can only lose the item once per round, so there&#039;s no fear of multiple dizzies or redizzies. Clothing is positioned in different places depending on the character, so some characters (depending on their attacks) will have an easier time dizzying certain other characters.&lt;br /&gt;
&lt;br /&gt;
After a character has been dizzied, any further attacks to that character&#039;s weak spot will deal 1.5x damage for the rest of the round. Doing a simple combo on a dizzied opponent consisting of attacks that hit their weak spot can result in huge damage.&lt;br /&gt;
&lt;br /&gt;
Each character&#039;s weak point will be listed in their individual section.&lt;br /&gt;
&lt;br /&gt;
===Charge Moves===&lt;br /&gt;
Charge time for the majority of charge-based special moves is very short - 40 frames, or two-thirds of a second. Some moves require more charge time, however. They are:&lt;br /&gt;
&lt;br /&gt;
* Ray&#039;s Thunder Dynamite Tackle (64 frames)&lt;br /&gt;
* Marstorius&#039; Dash Lariat (80 frames)&lt;br /&gt;
* Marstorius&#039; Kneel Kick (80 frames)&lt;br /&gt;
* Jean&#039;s Rondato (64 frames)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Charge buffering&amp;quot; exists in this game too. Instead of doing a move as just charge Back, Forward + button, you can instead do it as charge Back, Forward, Back + button. This allows you to immediately start charging immediately after the move is performed. You can also substitute the last press of Back with Down-Back as well. You can even charge immediately after a flash-kick type move by going Down, Up, Down + button, but you have to be fast!&lt;br /&gt;
&lt;br /&gt;
===Automatic Guard===&lt;br /&gt;
After blocking an attack, you&#039;re automatically able to block every following attack automatically as long as you&#039;re still in the original blockstun. So you can hold Back to block a jumping attack, and if they do any low attacks afterward you can automatically block them even if you remain in high block. Once blockstun has ended, you must then block the next move in the correct direction.&lt;br /&gt;
&lt;br /&gt;
===Stand/Crouch Shifting===&lt;br /&gt;
When in either blockstun or hitstun, it&#039;s possible to switch from a standing to crouching position  (and vice versa) between hits of your opponent&#039;s combo or block string. You might think it would be better to always go into crouching position once you are being hit, as going into crouch could make some high attacks whiff. But there is a very important additional factor in play in this game - when you go into a crouching position, it changes the hitbox for your weak spot too. Attacks that might not have hit your weak spot when you were standing could very well register when you&#039;re crouching instead!&lt;br /&gt;
&lt;br /&gt;
Example - if Ray does his Thunder Dynamite Tackle against a crouching Karnov, three hits will register on his weak point and dizzy him instantly! But, if Karnov remains standing, none of the hits will connect against his weak point and he will not be dizzied. It&#039;s very important to learn how your character&#039;s hitbox changes in crouch - don&#039;t assume it&#039;s always a good idea to hold Down-Back once a combo starts!&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
All characters in this game have the same amount of health. There is no damage bonus for counter hits, only the 1.5x modifier when a character&#039;s exposed weak point is hit. &lt;br /&gt;
&lt;br /&gt;
There is a bit of scaling involved when a normal is chained into another normal, and the same happens when 2 special moves are done in the same combo: the second and all the subsequent special moves will be scaled.&lt;br /&gt;
&lt;br /&gt;
When a character is down to a little less than 25% health (not the same time the music speeds up, but a little after that), all damage from normal attacks is reduced by 50%. Damage from special moves and throws are unaffected. This makes it harder to kill with a chain combo that isn&#039;t cancelled into a special move near the end of the round. Unfortunately there&#039;s no visual clue to see when you&#039;re taking reduced damage from normal attacks.&lt;br /&gt;
&lt;br /&gt;
===Super Moves===&lt;br /&gt;
A popular misconception is that there are super moves in the game, which is not true. Some characters &#039;&#039;do&#039;&#039; have secret moves which can be performed at any time, but they&#039;re only considered secret in the sense that they did not show up on movelists distributed with the game. The secret moves tend to have input motions that aren&#039;t as &amp;quot;obvious&amp;quot; to discover as other moves.&lt;br /&gt;
&lt;br /&gt;
==Advanced Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Stagger Pressure===&lt;br /&gt;
Stagger pressure is a type of pressure where you leave gaps in your blockstring in order to frame trap opponents who press buttons. It is an important part of high level FHD gameplay, as it can make your offense scarier and more varied. Stagger pressure in this game is done with light attacks, as they are quick, plus on block and can often be chained or comboed into other attacks. It is more important for some characters than others, but practically everyone in the roster benefits from effective stagger pressure, so you should definitely practice this technique in order to improve your gameplay.&lt;br /&gt;
&lt;br /&gt;
===Input Leniency (Buffering/Splitting)===&lt;br /&gt;
For most special moves, Karnov&#039;s Revenge is pretty lenient when it comes to inputs, and making use of this leniency can be helpful in several instances. For example, it is possible to perform Ray&#039;s wheel kick by doing down, back, downback then kick; this can be useful for lowering your hurtbox against air attacks, making anti air wheel kick even more efficient than it already is. Another example is that Feilin can do an instant air version of her air fireball by doing back, down, then jumping and hitting punch as soon as she leaves the ground, making for a good instant overhead which can be very useful for dizzying characters with flashing head weakspots or finishing an almost dead opponent.&lt;br /&gt;
&lt;br /&gt;
There are a dozen more instances where this can prove useful, it is just a matter of being creative and thinking about how your character might benefit from the input leniency.&lt;br /&gt;
&lt;br /&gt;
===Command Throw Canceling===&lt;br /&gt;
As mentioned in the Throws section, command throws in FHD have the property of being bufferable from normal attacks. They also have no whiff animation: if the opponent blocks your normal (or gets hit by a sweep, which can never combo), the cancel into throw will not come out, and instead, the normal used for the command throw will.&lt;br /&gt;
&lt;br /&gt;
You can keep doing this over and over to pressure the opponent. It&#039;s advisable to stick to doing the Light Punch version of command throws, as jabs are safe and have very little recovery.&lt;br /&gt;
&lt;br /&gt;
Mastering this technique is essential if you want to play Marstorius or Ryoko at a high level.&lt;br /&gt;
&lt;br /&gt;
===Charge Splitting===&lt;br /&gt;
Unlike games like Street Fighter, the input system in FHD is very lenient when it comes to the last motion of charge moves - Back, Forward + button moves can be finished with Down-Forward or Up-Forward, and Up, Down + button moves can be finished with Up-Back or Up-Forward.&lt;br /&gt;
&lt;br /&gt;
As you can imagine, this trick can be useful for several charge characters. Let&#039;s say, you throw a sonic boom type move, and your opponent jumps forward; if you charged down-back and released the boom with down-forward, you will have kept down charge for your respective flash kick move, allowing you to hit them out of the air before they even reach you!&lt;br /&gt;
&lt;br /&gt;
This technique is important for Clown, Jean, and especially Matlok, as it can give characters who have trouble navigating through fireballs a very tough time.&lt;br /&gt;
&lt;br /&gt;
===Hands Glitch===&lt;br /&gt;
The hands glitch is a well known element in high level FHD play. It involves the instant version of Zazie and Jean&#039;s mash attacks. In essence, it makes these generally weak moves do massive damage in certain situations.&lt;br /&gt;
&lt;br /&gt;
The two most well known ways to trigger glitch damage are:&lt;br /&gt;
* Quickly cancelling normal moves into the instant version of hands (for example, stHP xx ABCD hands as either character).&lt;br /&gt;
* Hitting with a specific frame of the hands move.&lt;br /&gt;
&lt;br /&gt;
When fighting against Jean or Zazie, it&#039;s important to understand how to defend against this too. For example, against opponents who are crouching, Jean can loop his version of hands glitch by canceling a light normal into hands, walking in and repeating the process, which can drain an entire life bar in about 3 or 4 repetitions. For this reason, it&#039;s always advisable to not downback after being dizzied by Jean or after being caught in a combo, as he will drain your life instantly if your opponent&#039;s execution is on point. Minimizing the damage taken from hands could mean the difference between staying alive and losing the round.&lt;br /&gt;
&lt;br /&gt;
===P1/P2 Differences===&lt;br /&gt;
Just like several other early Neo Geo games, Karnov&#039;s Revenge presents a couple of differences between player 1 and player 2. Pinpointing all of the specific differences is hard, as the game isn&#039;t very well documented, but at least it is important to be aware that some differences do exist.&lt;br /&gt;
&lt;br /&gt;
* P1 has an easier time crossing people up. For example, P1 Lee can cross people up in the corner with Super HP lunge punch, whereas P2 Lee cannot.&lt;br /&gt;
* P2 has +1 frame advantage on all moves, which makes some links easier. For example, P2 Zazie can loop crLP xx Hands on a standing Mizoguchi, whereas P1 Zazie cannot.&lt;br /&gt;
&lt;br /&gt;
==Tier List==&lt;br /&gt;
This is just an example tier list based on high level play, as it is virtually impossible for most players to agree on a unified list. Every character in this game is competitive and has something going for them, so unless you&#039;re playing at the absolute highest level, tier lists will never automatically determine the outcome of a match. In the end, take all tier lists you see for this game with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
{{TierList&lt;br /&gt;
|S-tier=[[Karnov (FHD)|Karnov]], [[Lee Diendo (FHD)|Lee Diendo]], [[Ray McDougal (FHD)|Ray McDougal]], [[Zazie Muhaba (FHD)|Zazie Muhaba]]&lt;br /&gt;
|A-tier=[[Jean Pierre (FHD)|Jean Pierre]]&lt;br /&gt;
|B-tier=[[Mizoguchi Makoto (FHD)|Mizoguchi Makoto]], [[Samchay Tomyamgun (FHD)|Samchay Tomyamgun]], [[Liu Yungmie (FHD)|Liu Yungmie]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|C-tier=[[Marstorius (FHD)|Marstorius]], [[Clown (FHD)|Clown]], [[Matlok Jade (FHD)|Matlok Jade]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|D-tier=[[Kano Ryoko (FHD)|Kano Ryoko]], [[Liu Feilin (FHD)|Liu Feilin]]}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;YouTube dimensions=&amp;quot;300x180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=VI1s_gBvU1Y&amp;lt;/YouTube&amp;gt;&lt;br /&gt;
&amp;lt;YouTube dimensions=&amp;quot;300x180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=ffJ8GNa4vuc&amp;lt;/YouTube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4941</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4941"/>
		<updated>2020-02-29T01:09:46Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Close) - Hits all crouching characters. This reason alone makes it important, and I&#039;ll elaborate on why in the Gameplay section.&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw. Your entire gameplan against most characters will be getting close to your opponent in order to make them eat a Double German, continuing the pressure and mixups and hopefully finishing the round right there.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 80 frames, or 1 and 1/3s of a second. Marstorius charges forward and delivers a clothesline that knocks down on hit and is completely safe on block. The problem is that, if blocked, it has huge pushback leaving you far away from your opponent, which is not what you want. Despite that inconvenience, plus the enormous charge time required, this move can be very useful for getting in. You can charge down-back, do a Rising Knee and still have back charge for this move in case you need to do it as soon as you land on the ground. It can also be used to whiff punish.&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Moonsault Press (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This move is not good. You&#039;d think it would be useful for going over fireballs, but trust me, it isn&#039;t at all. It is very punishable if done up close, and even though you can kinda space it to make it safe, it is very easy to react to and punish properly. It can cross up, but you have far better options for that.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam (Back, Up-Back, Up, Up-Forward, Forward + Punch, though you can also do Forward, Up-Forward, Up, Up-Back, Back + Punch): Marstorius lets out a frightening yell and does a sliding dash towards his opponent. If this move connects on the ground, Marstorius will grab his opponent and spinning tackle them to the ground and do damage comparable to Double German. If the move is blocked, Marstorius will be left at a punishable state right next to his opponent. The move also has some weird interactions when it hits extended limbs or people in the air, as it will hit them but not grab them. After connecting the move, you can do a LP Tiger Lariat in order to put yourself right next to your opponent and keep up the pressure. This move is an important part of Marstorius&#039; neutral game and in the mind games as well, as opponents will be scared to press buttons or throw bad fireballs due to the fear of getting hit by the move. Marstorius is all about conditioning and mind games, so be sure to incorporate this move into your arsenal, as it can quickly turn the tide of the battle!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4940</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4940"/>
		<updated>2020-02-29T01:04:05Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw. Your entire gameplan against most characters will be getting close to your opponent in order to make them eat a Double German, continuing the pressure and mixups and hopefully finishing the round right there.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 80 frames, or 1 and 1/3s of a second. Marstorius charges forward and delivers a clothesline that knocks down on hit and is completely safe on block. The problem is that, if blocked, it has huge pushback leaving you far away from your opponent, which is not what you want. Despite that inconvenience, plus the enormous charge time required, this move can be very useful for getting in. You can charge down-back, do a Rising Knee and still have back charge for this move in case you need to do it as soon as you land on the ground. It can also be used to whiff punish.&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Moonsault Press (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This move is not good. You&#039;d think it would be useful for going over fireballs, but trust me, it isn&#039;t at all. It is very punishable if done up close, and even though you can kinda space it to make it safe, it is very easy to react to and punish properly. It can cross up, but you have far better options for that.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam (Back, Up-Back, Up, Up-Forward, Forward + Punch, though you can also do Forward, Up-Forward, Up, Up-Back, Back + Punch): Marstorius lets out a frightening yell and does a sliding dash towards his opponent. If this move connects on the ground, Marstorius will grab his opponent and spinning tackle them to the ground and do damage comparable to Double German. If the move is blocked, Marstorius will be left at a punishable state right next to his opponent. The move also has some weird interactions when it hits extended limbs or people in the air, as it will hit them but not grab them. After connecting the move, you can do a LP Tiger Lariat in order to put yourself right next to your opponent and keep up the pressure. This move is an important part of Marstorius&#039; neutral game and in the mind games as well, as opponents will be scared to press buttons or throw bad fireballs due to the fear of getting hit by the move. Marstorius is all about conditioning and mind games, so be sure to incorporate this move into your arsenal, as it can quickly turn the tide of the battle!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
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*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
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*Vs. Matlok: &lt;br /&gt;
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*Vs. Mizoguchi: &lt;br /&gt;
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*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
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*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4939</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4939"/>
		<updated>2020-02-23T16:35:09Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
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&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
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Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
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Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
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*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
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Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
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Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing - Your go-to anti air normal, beats almost all jump ins and a good number of wide crossups.&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
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*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
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* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable. The HP version als has TONS of invulnerability frames, so it&#039;s a good bet against fireballs if you&#039;re in range.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even on hit. It&#039;s a good idea to use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
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Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): There&#039;s not much to the mirror match. stLK and fHK are good buttons in this fight, use them. You can react to fireballs with both your HP Crane Strike and Sliding Crane Strike. All of your usual anti airs work wonderfully in this fight. If you play a solid ground game, you will most likely come out on top.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: Anti airing Balloon is nearly impossible since he can change the timing on his air attacks. If he forces you to block a jumping normal and then cancels it to Balloon, you can no longer anti air it since you don&#039;t have charge for your Crane Strike. Midscreen your best answer to Balloon pressure from the front is to just backdash the fuck out of there. Stopping random 100 Kicks in neutral is tough, you have to mash stLP and then you can link that into your sweep to get some knockdown pressure. If he does his usual cLPx2, stHP xx 100 Kicks blockstring, make sure to punish him with Crane Strike as there is a gap between the stHP and the 100 Kicks. If he starts throwing fireballs from fullscreen, respond with your own fireball, and always be on the lookout for any teleport attempts, as they&#039;re always unsafe.&lt;br /&gt;
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*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
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*Vs. Lee: Mash cLP at the ranges where his Zetsu won&#039;t hit you with the tip, anti air all of his jump ins with LP Crane Strike, and zone him the fuck out. Make him whiff his stHP and cHP and whiff punish him with your sweep (it will hit his weakspot). If Lee jumps over one of your fireballs from full screen, do NOT throw another one afterwards, you&#039;re just asking to eat a Zetsu. I don&#039;t have much else to say in this MU, Lee shits out damage and you don&#039;t, pray he doesn&#039;t dizzy you because the round is basically over at that point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: Your sweep does not hit his weakspot... how incredibly annoying. Thankfully, your Sliding Crane Strike will. Abuse your fireball from far away since it&#039;s fat and Marstorius has a hard time going over it. If he&#039;s charging downback, that means he&#039;s going to try to LK Rising Knee over your fireball, do not let him get away with this, as even from full screen your can walk in and sweep him before he recovers from the landing. Marstorius has to jump over your fireballs, which is tricky for him, so it&#039;s not uncommon to get dizzies in this match up. The key to this fight is to not let him get close, annoy him to death with your zoning, change fireball strengths and timings to make his life hell. It&#039;s also good to know that all versions of Crane Strike will hit his weakspot.&lt;br /&gt;
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*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
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*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: Samchay&#039;s fireballs are harder to react to than a lot of the cast, but it&#039;s still doable if you&#039;ve got the practice with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay&#039;s weakspot. Samchay also has unreliable/inconsistent anti airs, so you can definitely jump a lot more in this fight. I don&#039;t have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it&#039;s still very much a winnable fight.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised, unless you know it&#039;s going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4938</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4938"/>
		<updated>2020-02-23T16:33:03Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable. The HP version als has TONS of invulnerability frames, so it&#039;s a good bet against fireballs if you&#039;re in range.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even on hit. It&#039;s a good idea to use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): There&#039;s not much to the mirror match. stLK and fHK are good buttons in this fight, use them. You can react to fireballs with both your HP Crane Strike and Sliding Crane Strike. All of your usual anti airs work wonderfully in this fight. If you play a solid ground game, you will most likely come out on top.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: Anti airing Balloon is nearly impossible since he can change the timing on his air attacks. If he forces you to block a jumping normal and then cancels it to Balloon, you can no longer anti air it since you don&#039;t have charge for your Crane Strike. Midscreen your best answer to Balloon pressure from the front is to just backdash the fuck out of there. Stopping random 100 Kicks in neutral is tough, you have to mash stLP and then you can link that into your sweep to get some knockdown pressure. If he does his usual cLPx2, stHP xx 100 Kicks, make sure to punish him with Crane Strike as there is a gap between the stHP and the 100 Kicks. If he starts throwing fireballs from fullscreen, respond with your own fireball, and always be on the lookout for any teleport attempts, as they&#039;re always unsafe.&lt;br /&gt;
&lt;br /&gt;
*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: Mash cLP at the ranges where his Zetsu won&#039;t hit you with the tip, anti air all of his jump ins with LP Crane Strike, and zone him the fuck out. Make him whiff his stHP and cHP and whiff punish him with your sweep (it will hit his weakspot). If Lee jumps over one of your fireballs from full screen, do NOT throw another one afterwards, you&#039;re just asking to eat a Zetsu. I don&#039;t have much else to say in this MU, Lee shits out damage and you don&#039;t, pray he doesn&#039;t dizzy you because the round is basically over at that point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: Your sweep does not hit his weakspot... how incredibly annoying. Thankfully, your Sliding Crane Strike will. Abuse your fireball from far away since it&#039;s fat and Marstorius has a hard time going over it. If he&#039;s charging downback, that means he&#039;s going to try to LK Rising Knee over your fireball, do not let him get away with this, as even from full screen your can walk in and sweep him before he recovers from the landing. Marstorius has to jump over your fireballs, which is tricky for him, so it&#039;s not uncommon to get dizzies in this match up. The key to this fight is to not let him get close, annoy him to death with your zoning, change fireball strengths and timings to make his life hell. It&#039;s also good to know that all versions of Crane Strike will hit his weakspot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: Samchay&#039;s fireballs are harder to react to than a lot of the cast, but it&#039;s still doable if you&#039;ve got the practice with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay&#039;s weakspot. Samchay also has unreliable/inconsistent anti airs, so you can definitely jump a lot more in this fight. I don&#039;t have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it&#039;s still very much a winnable fight.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised, unless you know it&#039;s going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4937</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4937"/>
		<updated>2020-02-23T15:52:42Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable. The HP version als has TONS of invulnerability frames, so it&#039;s a good bet against fireballs if you&#039;re in range.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even on hit. It&#039;s a good idea to use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: Anti airing Balloon is nearly impossible since he can change the timing on his air attacks. If he forces you to block a jumping normal and then cancels it to Balloon, you can no longer anti air it since you don&#039;t have charge for your Crane Strike. Midscreen your best answer to Balloon pressure from the front is to just backdash the fuck out of there. Stopping random 100 Kicks in neutral is tough, you have to mash stLP and then you can link that into your sweep to get some knockdown pressure. If he does his usual cLPx2, stHP xx 100 Kicks, make sure to punish him with Crane Strike as there is a gap between the stHP and the 100 Kicks. If he starts throwing fireballs from fullscreen, respond with your own fireball, and always be on the lookout for any teleport attempts, as they&#039;re always unsafe.&lt;br /&gt;
&lt;br /&gt;
*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: Mash cLP at the ranges where his Zetsu won&#039;t hit you with the tip, anti air all of his jump ins with LP Crane Strike, and zone him the fuck out. Make him whiff his stHP and cHP and whiff punish him with your sweep (it will hit his weakspot). If Lee jumps over one of your fireballs from full screen, do NOT throw another one afterwards, you&#039;re just asking to eat a Zetsu. I don&#039;t have much else to say in this MU, Lee shits out damage and you don&#039;t, pray he doesn&#039;t dizzy you because the round is basically over at that point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: Your sweep does not hit his weakspot... how incredibly annoying. Thankfully, your Sliding Crane Strike will. Abuse your fireball from far away since it&#039;s fat and Marstorius has a hard time going over it. If he&#039;s charging downback, that means he&#039;s going to try to LK Rising Knee over your fireball, do not let him get away with this, as even from full screen your can walk in and sweep him before he recovers from the landing. Marstorius has to jump over your fireballs, which is tricky for him, so it&#039;s not uncommon to get dizzies in this match up. The key to this fight is to not let him get close, annoy him to death with your zoning, change fireball strengths and timings to make his life hell. It&#039;s also good to know that all versions of Crane Strike will hit his weakspot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: Samchay&#039;s fireballs are harder to react to than a lot of the cast, but it&#039;s still doable if you&#039;ve got the practice with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay&#039;s weakspot. Samchay also has unreliable/inconsistent anti airs, so you can definitely jump a lot more in this fight. I don&#039;t have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it&#039;s still very much a winnable fight.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised, unless you know it&#039;s going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4936</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4936"/>
		<updated>2020-02-23T15:40:43Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable. The HP version als has TONS of invulnerability frames, so it&#039;s a good bet against fireballs if you&#039;re in range.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even on hit. It&#039;s a good idea to use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: Mash cLP at the ranges where his Zetsu won&#039;t hit you with the tip, anti air all of his jump ins with LP Crane Strike, and zone him the fuck out. Make him whiff his stHP and cHP and whiff punish him with your sweep (it will hit his weakspot). If Lee jumps over one of your fireballs from full screen, do NOT throw another one afterwards, you&#039;re just asking to eat a Zetsu. I don&#039;t have much else to say in this MU, Lee shits out damage and you don&#039;t, pray he doesn&#039;t dizzy you because the round is basically over at that point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: Your sweep does not hit his weakspot... how incredibly annoying. Thankfully, your Sliding Crane Strike will. Abuse your fireball from far away since it&#039;s fat and Marstorius has a hard time going over it. If he&#039;s charging downback, that means he&#039;s going to try to LK Rising Knee over your fireball, do not let him get away with this, as even from full screen your can walk in and sweep him before he recovers from the landing. Marstorius has to jump over your fireballs, which is tricky for him, so it&#039;s not uncommon to get dizzies in this match up. The key to this fight is to not let him get close, annoy him to death with your zoning, change fireball strengths and timings to make his life hell. It&#039;s also good to know that all versions of Crane Strike will hit his weakspot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: Samchay&#039;s fireballs are harder to react to than a lot of the cast, but it&#039;s still doable if you&#039;ve got the practice with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay&#039;s weakspot. Samchay also has unreliable/inconsistent anti airs, so you can definitely jump a lot more in this fight. I don&#039;t have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it&#039;s still very much a winnable fight.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised, unless you know it&#039;s going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4935</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4935"/>
		<updated>2020-02-23T15:33:53Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable. The HP version als has TONS of invulnerability frames, so it&#039;s a good bet against fireballs if you&#039;re in range.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even on hit. It&#039;s a good idea to use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: Your sweep does not hit his weakspot... how incredibly annoying. Thankfully, your Sliding Crane Strike will. Abuse your fireball from far away since it&#039;s fat and Marstorius has a hard time going over it. If he&#039;s charging downback, that means he&#039;s going to try to LK Rising Knee over your fireball, do not let him get away with this, as even from full screen your can walk in and sweep him before he recovers from the landing. Marstorius has to jump over your fireballs, which is tricky for him, so it&#039;s not uncommon to get dizzies in this match up. The key to this fight is to not let him get close, annoy him to death with your zoning, change fireball strengths and timings to make his life hell. It&#039;s also good to know that all versions of Crane Strike will hit his weakspot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: Samchay&#039;s fireballs are harder to react to than a lot of the cast, but it&#039;s still doable if you&#039;ve got the practice with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay&#039;s weakspot. Samchay also has unreliable/inconsistent anti airs, so you can definitely jump a lot more in this fight. I don&#039;t have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it&#039;s still very much a winnable fight.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised, unless you know it&#039;s going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4934</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4934"/>
		<updated>2020-02-23T15:18:22Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
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&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
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===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
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Standing (Far) - Decent for tick throwing.&lt;br /&gt;
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Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
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*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
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Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
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*Light Kick&lt;br /&gt;
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Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
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Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
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Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
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*Command normals&lt;br /&gt;
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Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
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===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
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* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable. The HP version als has TONS of invulnerability frames, so it&#039;s a good bet against fireballs if you&#039;re in range.&lt;br /&gt;
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* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even on hit. It&#039;s a good idea to use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
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==Gameplay==&lt;br /&gt;
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Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
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Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
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It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
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Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
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==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
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==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
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*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
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*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
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*Vs. Lee: &lt;br /&gt;
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*Vs. Marstorius: &lt;br /&gt;
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*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
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*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
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*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
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*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
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*Vs. Samchay: Samchay&#039;s fireballs are harder to react to than a lot of the cast, but it&#039;s still doable if you&#039;ve got the practice with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay&#039;s weakspot. Samchay also has unreliable/inconsistent anti airs, so you can definitely jump a lot more in this fight. I don&#039;t have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it&#039;s still very much a winnable fight.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised, unless you know it&#039;s going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4933</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4933"/>
		<updated>2020-02-23T15:12:30Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even ON HIT. Use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: Samchay&#039;s fireballs are harder to react to than a lot of the cast, but it&#039;s still doable if you&#039;ve got the practice with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Punish badly spaced tiger knees with throw. Do not engage in a fireball war because his fireball is much better than yours. Use fHK to poke in this match, as it will always hit Samchay&#039;s weakspot. Samchay also has unreliable/inconsistent anti airs, so you can definitely jump a lot more in this fight. I don&#039;t have much else to add, the fight is annoying because Samchay does almost everything you do just a little bit better, but it&#039;s still very much a winnable fight.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised, unless you know it&#039;s going to hit (also, stick to the light version); instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4932</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4932"/>
		<updated>2020-02-23T14:46:48Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even ON HIT. Use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: stHK is your best anti air against almost anything Clown can do to you from the air, and trust me, Clown players like to jump a lot. Crane Strike is not a great anti air in this MU since it will get stuffed by his normals a lot of the time if your timing isn&#039;t perfect. If he does a LP Spin Attack, you can hit him out of it with any of your ground normals. HP Spin Attack is unreactable, but if you manage to block it, you can punish it with your dive kick or a perfectly timed HP Mantis Claw. Pick-a-cards are easily reactable with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Also, this is one of Feilin&#039;s only match ups where she can contest in a fireball war, since Pick-a-cards are very slow. Overall, not too bad. Oh, and if you happen to get dizzied, crouching will make all of his moves miss your weak spot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans. If he happens to dizzy you, do NOT hold downback if he knows how to execute Needle Shower loops.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised; instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4931</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4931"/>
		<updated>2020-02-23T14:29:59Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even ON HIT. Use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean: Against Jeans who like to jump a lot, be ready to stHK them out of the air everytime. You can react to Ball Rose with HP Crane Strike if you&#039;re in range or Sliding Crane Strike if you&#039;re far away. Don&#039;t get cocky throwing too many fireballs because Jean can easily slide under them. Don&#039;t jump at him too much in this match unless you read one of his fireballs. One good thing you have going for in this match is that Sliding Crane Strike will always hit his weak spot. Other than that, play solidly and do not allow Jean to get close to you since he can then start his Needle Shower shenanigans.&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised; instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4930</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4930"/>
		<updated>2020-02-22T22:15:26Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw. Your entire gameplan against most characters will be getting close to your opponent in order to make them eat a Double German, continuing the pressure and mixups and hopefully finishing the round right there.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 80 frames, or 1 and 1/3s of a second. Marstorius charges forward and delivers a clothesline that knocks down on hit and is completely safe on block. The problem is that, if blocked, it has huge pushback leaving you far away from your opponent, which is not what you want. Despite that inconvenience, plus the enormous charge time required, this move can be very useful for getting in. You can charge down-back, do a Rising Knee and still have back charge for this move in case you need to do it as soon as you land on the ground. It can also be used to whiff punish.&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Moonsault Press (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This move is not good. You&#039;d think it would be useful for going over fireballs, but trust me, it isn&#039;t at all. It is very punishable if done up close, and even though you can kinda space it to make it safe, it is very easy to react to and punish properly. It can cross up, but you have far better options for that.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam ().&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4929</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4929"/>
		<updated>2020-02-22T20:51:23Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw. Your entire gameplan against most characters will be getting close to your opponent in order to make them eat a Double German, continuing the pressure and mixups and hopefully finishing the round right there.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 80 frames, or 1 and 1/3s of a second. Marstorius charges forward and delivers a clothesline that knocks down on hit and is completely safe on block. The problem is that, if blocked, it has huge pushback leaving you far away from your opponent, which is not what you want. Despite that inconvenience, plus the enormous charge time required, this move can be very useful for getting in. You can charge down-back, do a Rising Knee and still have back charge for this move in case you need to do it as soon as you land on the ground. It can also be used to whiff punish.&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Moonsault Press (Charge Down, Up + Kick): Charge time is 40 frames, or 2/3s of a second.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam ().&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4928</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4928"/>
		<updated>2020-02-22T20:44:59Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw. Your entire gameplan against most characters will be getting close to your opponent in order to make them eat a Double German, continuing the pressure and mixups and hopefully finishing the round right there.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 80 frames, or 1 and 1/3s of a second. Marstorius charges forward and delivers a clothesline that knocks down on hit and is completely safe on block. The problem is that, if blocked, it has huge pushback leaving you far away from your opponent, which is not what you want. Despite that inconvenience, plus the enormous charge time required, this move can be very useful for getting in. You can charge down-back, do a Rising Knee and still have back charge for this move in case you need to do it as soon as you land on the ground. It can also be used to whiff punish.&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Punch): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam ().&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4927</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4927"/>
		<updated>2020-02-22T20:36:46Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has more range than jLK. Might be useful in a few scenarios.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
Jumping - Not very useful aside from one quirk about it: it moves your weak point behind your body, which can be useful for avoiding getting hit there when jumping.&lt;br /&gt;
&lt;br /&gt;
Down + HP - Body splash. This is one of the jump in attacks you&#039;ll be using the most, and is your main crossup. Use it and abuse it.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
Jumping - Decent priority. Can cross up.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
Down + HK - It has the farthest horizontal range of any of your jumping attacks, and it knocks down, giving you immediate pressure.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Double German (Half Circle Back/Forward + Punch): DOUBLE GERMAN! Marstorius&#039; signature move is perhaps one of the scariest command grabs in arcade fighting games. It has colossal range, it can be comboed into from normal attacks, it leads to oki, and it does about 30% damage raw.&lt;br /&gt;
&lt;br /&gt;
*Tiger Lariat (Charge Back, Forward + Punch): Charge time is 40 frames, or 2/3s of a second.  Marstorius charges forward and delivers a clothesline that knocks down on hit&lt;br /&gt;
&lt;br /&gt;
*Rising Knee (Charge Down, Up + Punch): Charge time is 40 frames, or 2/3s of a second. This is your only move with invincibility, which can be useful for several purposes. First, both versions are your easiest way of hopping over fireballs. Second, LK Rising Knee can be used as a reversal, and if both hits connect it is safe on block (except against command grabs). Third, both can be used to cross up the opponent. Fourth, the LK version is your best anti air against all attacks. You might be reading all of these things and be thinking that this move is a god send, but the reality is that there&#039;s a big drawback to it: you have to charge in order to use it, which limits Marstorius&#039; ability to move forward, so you really have to know how and when to use it, or else risk being zoned for the entire match. All that said, this move is very important, and you should be charging it often, even while you&#039;re jumping.&lt;br /&gt;
&lt;br /&gt;
*Kneel Kick (Charge Back, Forward + Kick): Charge time is 80 frames, or 1 and 1/3s of a second. Awful move in every respect. As an anti air, LK Rising Knee is better because it has actual invincibility and half the charge time; As a knockdown tool, Tiger Lariat does that job too and covers more range; to top it all off, unlike both of those moves, Kneel Kick is insanely bad on block. Another annoying thing is that doing Up-forward + Kick will prioritize this move over Rising Knee, which means you have to always input Up-back + Kick to ensure this move doesn&#039;t come out.&lt;br /&gt;
&lt;br /&gt;
*Drill Power Slam ().&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4926</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4926"/>
		<updated>2020-02-22T19:59:05Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - One of the best moves for mashing in neutral whenever you want to stop moves like Karnov&#039;s 100 Kicks, Lee&#039;s Zetsu or Samchay&#039;s Ti-kau-koun. Great range and priority.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent anti air for jump in attacks from far away.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
stHP/cHP - I&#039;m lumping them together because they&#039;re both good anti airs for their respective hitting areas.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) An important move as it has great priority and its very useful in Double German tick setups.&lt;br /&gt;
&lt;br /&gt;
Crouching - The fact that this combos into Double German means no one wants to get hit by this. You can also link 2 cLKs to confirm Double German. Use it a LOT.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Good poke. Hits crouching opponents, which is great for your Double German combos.&lt;br /&gt;
&lt;br /&gt;
Crouching - Best sweep in the game. Has massive range, but also lots of recovery. Its recovery can be canceled both on hit and block by doing a LP Double German as soon as it connects.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4925</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4925"/>
		<updated>2020-02-22T19:02:03Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close. One good strategy in this match up is staying just outside the range of his bigger buttons like cHP and stHP, then whiff punishing them with your sweep.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4924</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4924"/>
		<updated>2020-02-22T19:01:08Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where the tip of his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4923</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4923"/>
		<updated>2020-02-22T18:48:04Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like an 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. Badly spaced Zetsus are easily punished with Double German, so Lee has to space them correctly in order to hit you. You need to position yourself at the specific ranges where his Zetsus won&#039;t hit you, and once you&#039;re at those ranges, start mashing stLP. This will halt Lee&#039;s offense completely, and allow you to slowly move forward and corner him. If you see him jump, you can backdash and sweep him if he&#039;s not too close.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4922</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4922"/>
		<updated>2020-02-22T18:32:29Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
* cLK xx Double German (catches people trying to walk back).&lt;br /&gt;
* Body splash, walk in, cLK xx Double German (whether body splash crosses up or not, this is the combo you wanna do after your body splash mixup).&lt;br /&gt;
* Body splash, walk in, stHK xx Double German (your dizzy combo, it does +50% on half the cast, and even more on some characters!).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like a 8-2, very difficult but doable. On the ground, if Clown chooses to spam Spin Attack, mash stLP as soon as you see him doing it, it will beat it clean. Most of the time though, you&#039;ll spend most of this MU trying to get in. You can jump over Pick-a-card, but Clown can do other things afterwards to make your life difficult. If he chooses to do a Spin Attack, body splash will beat it clean. If he does nothing and instead chooses to, say, walk up then sweep, don&#039;t do a jumping attack as you&#039;ll lose your trip guard; because Clown chose to walk forward, he now has to charge his next Pick-a-card, which gives you an opportunity to Drill Power Slam his ass into the ground (though be careful if he knows you&#039;re going to do that, since he can punish you pretty badly if you guess wrong). You can also just LK Rising Knee over his Pick-a-card, but if he knows you&#039;re going to do this he can walk in and sweep you if you&#039;re not full screen. Rising Knee can also trade with his Spin Attack, which is useful to know. If he mistimes one of his Pick-a-cards, this can be your opportunity to use either Drill Power Slam or Tiger Lariat to knock him down. Knowing when Clown is charging and making him mistime his fireballs and make mistakes is the key to this match up. It&#039;s hard, but possible!&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This match up is in Marstorius&#039; favor, but it&#039;s not free at all. A good Lee will always give you a hard time. &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Easy match up. Your normals body Ryoko&#039;s in the neutral game. You can win this match by simply keeping her away the whole time. Only thing you have to be careful of is to not sweep carelessly, as her jump is quick and low to the ground, which means she gets an easy punish. Other than that, you can simply downback, use LK Rising Knee and stHP/cHP to anti air, stHK in the neutral (Ryoko has a hard time coping with this normal) and a few unexpected Tiger Lariats will give you an easy knockdown.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4921</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4921"/>
		<updated>2020-02-22T16:12:34Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): Expect to see lots of sweeps lol. The key to this match up is playing a solid neutral game, making sure your sweeeps never miss your opponent and punishing the others whenever they miss. LP Tiger Lariat can also be used to punish bad sweeps, giving you a knockdown that can give you the momentum you need. Jump with caution in this match, as the other can backdash and potentially punish you and hit your weak spot. It only takes 3 sweeps for Marstorius to get dizzied, and then the dizzy combo will leave him nearly dead, plus having to endure the mixup afterwards.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: A lot of people say this is Marstorius&#039; worst MU, going as far as to call this a 9-1 or even a 10-0. To me it&#039;s more like a 8-2, very difficult but doable. You can jump over LP Pick-a-card, &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Marstorius&#039; borderline unwinnable match ups. A Ray who plays perfectly and without mistakes will never allow you to get close in this fight, so you have to take lots of risks and cause Ray to make mistakes.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4920</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4920"/>
		<updated>2020-02-22T15:58:51Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Marstorius is a prototypical big grappler in an early 90s fighting game. That means that he is a monster up-close with incredible mixup potential thanks to his command grab, but he also has big problems when being zoned out by characters with fireballs. Due to this imbalance, most people have trouble placing him on a tier list. Marstorius has some very lopsided match ups, and he is certainly hard to use properly, but if you like big grappler types, he&#039;s well worth the effort of mastering, as he has the potential to be extremely deadly in the right hands!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Extremely deadly mixups up-close. Can drain an entire lifebar in just a few right guesses.&lt;br /&gt;
* Gigantic normals with decent priority, including a sweep that can be made safe.&lt;br /&gt;
* Can combo into his command grab, which means he can also get huge damage from one mixup.&lt;br /&gt;
* Can take more hits than any other character in the game (most damaging attacks miss his weak spot).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Worst jump in the game, and also the slowest walk speed.&lt;br /&gt;
* Can be dizzied easily: Jumping exposes his weak point to fireballs, and it only takes 3 low attacks to dizzy him.&lt;br /&gt;
* Has big problems navigating around fireball spam.&lt;br /&gt;
* All of his non-command grab moves require charge.&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4919</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4919"/>
		<updated>2020-02-22T15:16:38Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorious.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* &lt;br /&gt;
===Cons===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4918</id>
		<title>Marstorius (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Marstorius_(FHD)&amp;diff=4918"/>
		<updated>2020-02-22T15:15:15Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: Created page with &amp;quot;{{Infobox |title=Marstorius |image=Image:Kr-marstorius.png   }}  ==Overview==  ===Pros=== *  ===Cons=== *  ==Moves==   ===Normal Moves=== Note: I&amp;#039;m only going to list norm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Marstorius&lt;br /&gt;
|image=[[Image:Kr-marstorius.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* &lt;br /&gt;
===Cons===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Kr-marstorious.png&amp;diff=4917</id>
		<title>File:Kr-marstorious.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Kr-marstorious.png&amp;diff=4917"/>
		<updated>2020-02-22T15:12:37Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4915</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4915"/>
		<updated>2020-02-09T14:53:37Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.&lt;br /&gt;
&lt;br /&gt;
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov&#039;s jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov&#039;s gameplay.&lt;br /&gt;
&lt;br /&gt;
Crouching - One of the best anti air normals in the game. I&#039;ve yet to see an air normal beat it. You can also cancel it into special moves.&lt;br /&gt;
&lt;br /&gt;
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - Karnov&#039;s cLK is worse than most characters&#039; because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK &amp;gt; cLP in order to make your high/low game more dangerous.&lt;br /&gt;
&lt;br /&gt;
Jumping - A very good crossup. This normal is important in Balloon mixups after a knockdown, as you can cancel a Balloon into it, and the jLK will hit deep, allowing you to easily combo after it.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing - Doesn&#039;t have as much reach as sHP, but it hits higher, allowing you to target head weakspots with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - A slide with cancelable properties. It is always advisable to cancel the slide into a special move so that it remains safe. Slide xx HK 100 Kicks is a particularly good sequence either on block or hit: on block, it will be made safe with the special move, and on hit, it will allow you to do an immediate LP Balloon right after the 100 Kicks whiff.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has a very steep angle, so it can hit from both very high and very low to the ground. This is your main normal for jump in combos.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick): Karnov flies forward and does 3 consecutive kicks. The last kick knocks down, even if it&#039;s the only one to connect. This is an important tool in Karnov&#039;s gameplay as it allows you to combo into it from your sHP buffer and get knockdowns, which can then lead into further mixups. Both versions are safe on block, and you can even Balloon right after it on block.&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. Teleport allows you to punish any predictable fireball from fullscreen, which makes trying to zone Karnov a scary proposition. It can also be used in a few mixups. The input may be hard at first (think Third Strike kara timing but a bit more lenient), but it is well worth mastering.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Your main objective as Karnov is to get a knockdown in order to get your Balloon shenanigans started, and hopefully kill the opponent from there. Thankfully, Karnov has several ways to score a knockdown: 100 Kicks, Slide, throw and all of his projectiles knock down. Once the opponent is on the ground, this is when the fun starts. I won&#039;t list every possible knockdown, but here&#039;s a small list of things Karnov can do after certain knockdowns:&lt;br /&gt;
===General===&lt;br /&gt;
* crLP (x2), throw&lt;br /&gt;
* crLP (x2), walk forward, crLP, crHK xx Fireball&lt;br /&gt;
===100 Kicks===&lt;br /&gt;
* HP Balloon (you can either go in front or behind), jLK, cLP (x2), sHP xx HK 100 Kicks.&lt;br /&gt;
* Jump forward as soon as your opponent is about to touch the ground, cLK, cLP, sHP xx HK 100 Kicks (you could also go for the infinite loop).&lt;br /&gt;
* Jump forward, LP Balloon as soon as you hit the ground (you can go either in front or behind).&lt;br /&gt;
===Throw===&lt;br /&gt;
* LP Fireball, Teleport (50/50, doesn&#039;t work in the corner), if the fireball connects, do HK 100 Kicks then LP Balloon as soon as you&#039;re in your opponent&#039;s face.&lt;br /&gt;
* Teleport, LP Balloon (works in the corner as well)&lt;br /&gt;
&lt;br /&gt;
All that said, there might be times where you don&#039;t need to go all out on offense, and thankfully Karnov has a decent time running away and zoning. Use your projectiles, Balloons and your Teleport to make your opponent chase you and run into needless damage, causing them to make mistakes and withering away at their health. There might even be a few instances and matchups where zoning becomes your primary strategy, such as vs. Lee and Marstorius. The key to playing Karnov is executing his mixups well and knowing when to go all in and when to be conservative.&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4914</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4914"/>
		<updated>2020-02-09T14:50:42Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.&lt;br /&gt;
&lt;br /&gt;
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov&#039;s jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov&#039;s gameplay.&lt;br /&gt;
&lt;br /&gt;
Crouching - One of the best anti air normals in the game. I&#039;ve yet to see an air normal beat it. You can also cancel it into special moves.&lt;br /&gt;
&lt;br /&gt;
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - Karnov&#039;s cLK is worse than most characters&#039; because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK &amp;gt; cLP in order to make your high/low game more dangerous.&lt;br /&gt;
&lt;br /&gt;
Jumping - A very good crossup. This normal is important in Balloon mixups after a knockdown, as you can cancel a Balloon into it, and the jLK will hit deep, allowing you to easily combo after it.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing - Doesn&#039;t have as much reach as sHP, but it hits higher, allowing you to target head weakspots with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - A slide with cancelable properties. It is always advisable to cancel the slide into a special move so that it remains safe. Slide xx HK 100 Kicks is a particularly good sequence either on block or hit: on block, it will be made safe with the special move, and on hit, it will allow you to do an immediate LP Balloon right after the 100 Kicks whiff.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has a very steep angle, so it can hit from both very high and very low to the ground. This is your main normal for jump in combos.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick): Karnov flies forward and does 3 consecutive kicks. The last kick knocks down, even if it&#039;s the only one to connect. This is an important tool in Karnov&#039;s gameplay as it allows you to combo into it from your sHP buffer and get knockdowns, which can then lead into further mixups. Both versions are safe on block, and you can even Balloon right after it on block.&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. Teleport allows you to punish any predictable fireball from fullscreen, which makes trying to zone Karnov a scary proposition. It can also be used in a few mixups. The input may be hard at first (think Third Strike kara timing but a bit more lenient), but it is well worth mastering.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Your main objective as Karnov is to get a knockdown in order to get your Balloon shenanigans started, and hopefully kill the opponent from there. Thankfully, Karnov has several ways to score a knockdown: 100 Kicks, Slide, throw and all of his projectiles knock down. Once the opponent is on the ground, this is when the fun starts. I won&#039;t list every possible knockdown, but here&#039;s a small list of things Karnov can do after certain knockdowns:&lt;br /&gt;
===General===&lt;br /&gt;
* crLP (x2), throw&lt;br /&gt;
* crLP (x2), walk forward, crLP, crHK xx Fireball&lt;br /&gt;
===100 Kicks===&lt;br /&gt;
* HP Balloon (you can either go in front or behind), jLK, cLP (x2), sHP xx HK 100 Kicks.&lt;br /&gt;
* Jump forward as soon as your opponent is about to touch the ground, cLK, cLP, sHP xx HK 100 Kicks (you could also go for the infinite loop).&lt;br /&gt;
* Jump forward, LP Balloon as soon as you hit the ground (you can go either in front or behind).&lt;br /&gt;
===Throw===&lt;br /&gt;
* LP Fireball, Teleport (50/50, doesn&#039;t work in the corner), if the fireball connects, do HK 100 Kicks then LP Balloon as soon as you&#039;re in your opponent&#039;s face.&lt;br /&gt;
* Teleport, LP Balloon (works in the corner as well)&lt;br /&gt;
&lt;br /&gt;
All that said, there might be times where you don&#039;t need to go all out on offense, and thankfully Karnov has a decent time running away and zoning. Use your projectiles, Balloons and your Teleport to make your opponent chase you and run into needless damage, causing him to make mistakes and withering away at his health. There might even be a few instances and matchups where zoning becomes your primary strategy, such as vs. Lee and Marstorius. The key to playing Karnov is executing his mixups well and knowing when to go all in and when to be conservative.&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4913</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4913"/>
		<updated>2020-02-09T14:43:39Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.&lt;br /&gt;
&lt;br /&gt;
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov&#039;s jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov&#039;s gameplay.&lt;br /&gt;
&lt;br /&gt;
Crouching - One of the best anti air normals in the game. I&#039;ve yet to see an air normal beat it. You can also cancel it into special moves.&lt;br /&gt;
&lt;br /&gt;
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - Karnov&#039;s cLK is worse than most characters&#039; because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK &amp;gt; cLP in order to make your high/low game more dangerous.&lt;br /&gt;
&lt;br /&gt;
Jumping - A very good crossup. This normal is important in Balloon mixups after a knockdown, as you can cancel a Balloon into it, and the jLK will hit deep, allowing you to easily combo after it.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing - Doesn&#039;t have as much reach as sHP, but it hits higher, allowing you to target head weakspots with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - A slide with cancelable properties. It is always advisable to cancel the slide into a special move so that it remains safe. Slide xx HK 100 Kicks is a particularly good sequence either on block or hit: on block, it will be made safe with the special move, and on hit, it will allow you to do an immediate LP Balloon right after the 100 Kicks whiff.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has a very steep angle, so it can hit from both very high and very low to the ground. This is your main normal for jump in combos.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick): Karnov flies forward and does 3 consecutive kicks. The last kick knocks down, even if it&#039;s the only one to connect. This is an important tool in Karnov&#039;s gameplay as it allows you to combo into it from your sHP buffer and get knockdowns, which can then lead into further mixups. Both versions are safe on block, and you can even Balloon right after it on block.&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Your main objective as Karnov is to get a knockdown in order to get your Balloon shenanigans started, and hopefully kill the opponent from there. Thankfully, Karnov has several ways to score a knockdown: 100 Kicks, Slide, throw and all of his projectiles knock down. Once the opponent is on the ground, this is when the fun starts. I won&#039;t list every possible knockdown, but here&#039;s a small list of things Karnov can do after certain knockdowns:&lt;br /&gt;
===General===&lt;br /&gt;
crLP (x2), throw&lt;br /&gt;
crLP (x2), walk forward, crLP, crHK xx Fireball&lt;br /&gt;
===100 Kicks===&lt;br /&gt;
* HP Balloon (you can either go in front or behind), jLK, cLP (x2), sHP xx HK 100 Kicks.&lt;br /&gt;
* Jump forward as soon as your opponent is about to touch the ground, cLK, cLP, sHP xx HK 100 Kicks (you could also go for the infinite loop).&lt;br /&gt;
* Jump forward, LP Balloon as soon as you hit the ground (you can go either in front or behind).&lt;br /&gt;
===Throw===&lt;br /&gt;
* LP Fireball, Teleport (50/50, doesn&#039;t work in the corner), if the fireball connects, do HK 100 Kicks then LP Balloon as soon as you&#039;re in your opponent&#039;s face.&lt;br /&gt;
* Teleport, LP Balloon (works in the corner as well)&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4912</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4912"/>
		<updated>2020-02-09T00:15:44Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.&lt;br /&gt;
&lt;br /&gt;
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov&#039;s jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov&#039;s gameplay.&lt;br /&gt;
&lt;br /&gt;
Crouching - One of the best anti air normals in the game. I&#039;ve yet to see an air normal beat it. You can also cancel it into special moves.&lt;br /&gt;
&lt;br /&gt;
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - Karnov&#039;s cLK is worse than most characters&#039; because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK &amp;gt; cLP in order to make your high/low game more dangerous.&lt;br /&gt;
&lt;br /&gt;
Jumping - A very good crossup. This normal is important in Balloon mixups after a knockdown, as you can cancel a Balloon into it, and the jLK will hit deep, allowing you to easily combo after it.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing - Doesn&#039;t have as much reach as sHP, but it hits higher, allowing you to target head weakspots with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - A slide with cancelable properties. It is always advisable to cancel the slide into a special move so that it remains safe. Slide xx HK 100 Kicks is a particularly good sequence either on block or hit: on block, it will be made safe with the special move, and on hit, it will allow you to do an immediate LP Balloon right after the 100 Kicks whiff.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has a very steep angle, so it can hit from both very high and very low to the ground. This is your main normal for jump in combos.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick): Karnov flies forward and does 3 consecutive kicks. The last kick knocks down, even if it&#039;s the only one to connect. This is an important tool in Karnov&#039;s gameplay as it allows you to combo into it from your sHP buffer and get knockdowns, which can then lead into further mixups. Both versions are safe on block, and you can even Balloon right after it on block.&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4911</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4911"/>
		<updated>2020-02-08T16:59:27Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.&lt;br /&gt;
&lt;br /&gt;
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov&#039;s jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov&#039;s gameplay.&lt;br /&gt;
&lt;br /&gt;
Crouching - One of the best anti air normals in the game. I&#039;ve yet to see an air normal beat it. You can also cancel it into special moves.&lt;br /&gt;
&lt;br /&gt;
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - Karnov&#039;s cLK is worse than most characters&#039; because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK &amp;gt; cLP in order to make your high/low game more dangerous.&lt;br /&gt;
&lt;br /&gt;
Jumping - A very good crossup. This normal is important in Balloon mixups after a knockdown, as you can cancel a Balloon into it, and the jLK will hit deep, allowing you to easily combo after it.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing - Doesn&#039;t have as much reach as sHP, but it hits higher, allowing you to target head weakspots with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - A slide with cancelable properties. It is always advisable to cancel the slide into a special move so that it remains safe. Slide xx HK 100 Kicks is a particularly good sequence either on block or hit: on block, it will be made safe with the special move, and on hit, it will allow you to do an immediate LP Balloon right after the 100 Kicks whiff.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has a very steep angle, so it can hit from both very high and very low to the ground. This is your main normal for jump in combos.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick):&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4910</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4910"/>
		<updated>2020-02-08T16:42:27Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.&lt;br /&gt;
&lt;br /&gt;
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov&#039;s jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov&#039;s gameplay.&lt;br /&gt;
&lt;br /&gt;
Crouching - One of the best anti air normals in the game. I&#039;ve yet to see an air normal beat it. You can also cancel it into special moves.&lt;br /&gt;
&lt;br /&gt;
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.&lt;br /&gt;
&lt;br /&gt;
Crouching - Karnov&#039;s cLK is worse than most characters&#039; because you cannot chain it into itself or other normals. However, it still links into cLP which can lead to combos, so it is well worth mastering the timing of cLK &amp;gt; cLP in order to make your high/low game more dangerous.&lt;br /&gt;
&lt;br /&gt;
Jumping -&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick):&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4909</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4909"/>
		<updated>2020-02-08T16:33:44Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch with tons of range. Use it for chaining into sHP, which you will then cancel into 100 Kicks.&lt;br /&gt;
&lt;br /&gt;
Jumping - This move has very useful properties. It is the only air move in the game that you can mash multiple times, and you can also cancel it at any time into another one of Karnov&#039;s jumping normals. You will be using this for several things: comboing from the air, confusing the opponent with your air normals, etc.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing - A very long reaching normal that can be buffered in neutral and is used for comboing into 100 Kicks. An integral part of Karnov&#039;s gameplay.&lt;br /&gt;
&lt;br /&gt;
Crouching - One of the best anti air normals in the game. I&#039;ve yet to see an air normal beat it. You can also cancel it into special moves.&lt;br /&gt;
&lt;br /&gt;
Jumping - Hits higher than jHK, which means you can use this to hit some head weakspots that jHK may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing - You may not think much of this move at first, but it has excellent hitboxes allowing it to be a pretty decent far anti air. In fact, characters like Lee and Marstorius have a hard time dealing with it.&lt;br /&gt;
&lt;br /&gt;
Crouching -&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick):&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4908</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4908"/>
		<updated>2020-02-08T16:24:07Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick):&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo).&lt;br /&gt;
*Balloon, jLP (x2), cLP, sHP xx HK 100 Kicks (your most consistent combo from Balloon in front).&lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4907</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4907"/>
		<updated>2020-02-08T15:45:13Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Up-back + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
*100 Kicks (Charge Back, Forward + Kick):&lt;br /&gt;
&lt;br /&gt;
*Teleport (Charge Back, cLP then immediatly Down-forward + HK): Karnov teleports to the other side of the screen. Technically a glitch, it has become accepted as part of Karnov&#039;s toolset in competitive play and tournaments. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo). &lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4906</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4906"/>
		<updated>2020-02-08T15:29:35Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Fireball (Quarter Circle Forward + Punch): A fireball that bounces along the ground. Because it sets the opponent on fire, it always causes a knockdown if it connects. It has relatively slow startup but decent recovery, and can be relatively useful for zoning and fireball wars. After a throw, you can use the fireball in conjunction with your Teleport to create a very annoying 50/50, where your opponent will have to guess between switching block direction or not.&lt;br /&gt;
&lt;br /&gt;
*Fire Breath (Forward, Forward + Punch): A flame that knocks the opponent down and can combo from heavy normals. It is completely safe on block, and can be an ok tool in the rare case that you don&#039;t have charge but still need a combo into knockdown. Other than that, not much use for this move.&lt;br /&gt;
&lt;br /&gt;
*Low Fire Breath (Forward, Forward + Kick): Same as above but lower to the ground. I have no idea what the differences between this and the punch version are otherwise.&lt;br /&gt;
&lt;br /&gt;
*Balloon (Can be done in mid-air) (Half Circle Back, Upback + Punch): the one and only. This now legendary move, where Karnov inflates and hovers in the air for a little bit, has struck fear in the hearts of many opponents for years. The heavy version stays out longer than the light version, and alternating between the two makes anti airing this move even harder than it already is (and it is very hard to anti air, as it&#039;s completely invincible during its startup frames). You can also combo out of Balloon with any normal, and also cancel it into any normal you want. Its applications are endless: You can mix people up after a knockdown, making them guess between left or right; you can use it to make fireballs miss you; you can approach your opponent with it, making their anti air miss and punishing them with a combo afterwards. All that said, the move has a few drawbacks. It&#039;s air throwable during its startup frames, so characters like Ray, Jean and Ryoko can throw you out of it; people can also just backdash midscreen to avoid dealing with the move at all, though this does admittedly mean that they&#039;re giving up ground. All in all, this move is an integral part of Karnov&#039;s gameplan. USE IT!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo). &lt;br /&gt;
&lt;br /&gt;
===100 Kicks Infinite===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4905</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4905"/>
		<updated>2020-02-08T14:59:29Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*cLP (x2), sHP xx HK 100 Kicks (your bread and butter combo and the one you&#039;ll most likely use to punish unsafe attacks from up close).&lt;br /&gt;
*cLK, cLP, sHP xx HK 100 Kicks (linking cLK into cLP is your only way to combo from a low, so if you want to enhance your mixups even further, practice the timing of this link).&lt;br /&gt;
*jHK, sHP xx HK 100 Kicks (your jump in combo). &lt;br /&gt;
&lt;br /&gt;
===Infinite Starters===&lt;br /&gt;
The LK 100 Kicks infinite is dependent on the spacing of the move. You&#039;re supposed to hit the opponent with only the middle hit of the move, that way you can link cLP out of it and continue the sequence. Here are some consistent starters (the semicolon indicates the point after which the looping part begins):&lt;br /&gt;
&lt;br /&gt;
*njHK, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLP (x3), stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
*cLK, cLP, stHP xx LK 100 Kicks; cLP, stHP xx LK 100 Kicks (repeat)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4904</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4904"/>
		<updated>2020-02-08T14:15:44Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
As one of the &amp;quot;4 Gods&amp;quot; of the game, Karnov is a character of extremes, excelling at both rushing down and mixing up opponents as well as zoning and running away from the fight effectively. He has great damage in combos, unrelenting pressure, a myriad of 50/50s and one of the best moves in the game in Balloon. This doesn&#039;t mean that Karnov is invincible by any means, but he is quite a force to be reckoned with!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* 100 Kicks combos do big damage and lead to knockdowns, which set up various deadly mixups on the opponent&#039;s wakeup.&lt;br /&gt;
* Has an infinite combo on every character.&lt;br /&gt;
* Balloon is an extremely versatile move, being very hard to anti air, having TONS of invulnerability and leading to combos if you&#039;re in range.&lt;br /&gt;
* Great ability to escape bad situations and reposition himself with Teleport.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Average to below average neutral game, especially without charge.&lt;br /&gt;
* Weakspot that can be hit by many mid attacks.&lt;br /&gt;
* No Dragon Punch type reversal.&lt;br /&gt;
* His Crouching Light Kick is not chainable, which means you have to link it to get combos starting from a low attack (the timing is strict).&lt;br /&gt;
&lt;br /&gt;
==Moves== &lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4903</id>
		<title>Karnov (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Karnov_(FHD)&amp;diff=4903"/>
		<updated>2020-02-08T13:46:36Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: Created page with &amp;quot;{{Infobox |title=Karnov |image=Image:Kr-karnov.png   }}  ==Overview==   ===Pros=== *  * *  *   ===Cons=== *  *  *  *   ==Moves==  ===Normal Moves=== Note: I&amp;#039;m only going t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Karnov&lt;br /&gt;
|image=[[Image:Kr-karnov.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* &lt;br /&gt;
*&lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: &lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: &lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: &lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie:&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Kr-karnov.png&amp;diff=4902</id>
		<title>File:Kr-karnov.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Kr-karnov.png&amp;diff=4902"/>
		<updated>2020-02-08T13:43:11Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4901</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4901"/>
		<updated>2020-02-07T18:23:02Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even ON HIT. Use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seem to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised; instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Jean_Pierre_(FHD)&amp;diff=4653</id>
		<title>Jean Pierre (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Jean_Pierre_(FHD)&amp;diff=4653"/>
		<updated>2020-01-12T22:24:16Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Jean Pierre&lt;br /&gt;
|image=[[Image:Kr-jean.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Coming in just below the 4 top tiers, Jean is a very solid character who can be played both offensively and defensively depending on the matchup. He has great potential to zone out several characters in the game, but he can also do INSANE damage on offense thanks to the hands glitch. Performing hand combos can be tough at first, but it is worth mastering them as they can drain an entire life bar in seconds!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Amazing anti airs with crHP and Flic Flac.&lt;br /&gt;
* Can deal HUGE damage with Ultra Needle Shower aka ABCD Hands whenever he cancels them from normals.&lt;br /&gt;
* His projectile is fat and high, almost impossible for most characters to neutral jump over it.&lt;br /&gt;
* Great tick throw game, especially in the corner.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Can struggle defensively in the corner as Flic Flac leaves him very vulnerable if blocked.&lt;br /&gt;
* Loses most fireball wars quickly and has to rely on his slide, which is unsafe on block.&lt;br /&gt;
* Cannot dictate the pace of the match against the top tiers.&lt;br /&gt;
* Very floaty jump that makes him easy to anti air with invincible special moves.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Whiffs on crouching opponents, so it can be used for tick throws.&lt;br /&gt;
&lt;br /&gt;
Standing (Close) - Same as above.&lt;br /&gt;
&lt;br /&gt;
Crouching - Insane priority, quick, great range.&lt;br /&gt;
&lt;br /&gt;
Jumping - Ok move, has decent priority. Jumping Light Kick is generally better though.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as above.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Can be used to cancel into Ball Rose or hands. Good anti air.&lt;br /&gt;
&lt;br /&gt;
Standing (Close) - Generally used for cancelling into hands.&lt;br /&gt;
&lt;br /&gt;
Crouching - Excellent anti air and bufferable into any of Jean&#039;s special moves. Beats most if not all air normals.&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Fast, decent priority, good to cancel into a Chojaku Needle Shower or to push your enemy away (cr.LK x 2, cr.HK xx Ball Rose).&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your choice jump in. Stays out forever and beats a ridiculous number of attacks. Also an amazing crossup (sometimes it may even hit on the front then land behind the opponent; tricky stuff!).&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as above.&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok anti air for very far jump ins, but generally trades. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
Standing (Close) - Against dizzied opponents this will hit higher weak spots that Close and Far Strong Punch may sometimes miss.&lt;br /&gt;
&lt;br /&gt;
Crouching - Great poke. Fairly speedy, great range, cancellable. Another of Jean&#039;s excellent anti-airs, useful to catch opponents jumping outside of the range of your cr.HP. Really good also to push your rival away if you cancel it into a Ball Rose. However, don&#039;t spam this in neutral because it has much worse priority than most other sweeps for some reason.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has an amazing hitbox.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Down Forward + Light Kick: sometimes useful for going under air attacks, but why do that when Jean has an amazing anti air game already? It can also go under most fireballs with the correct timing, though not all of them (it cannot go under Ray&#039;s light Big Tornado, or Matlok&#039;s Spinning Wave).&lt;br /&gt;
&lt;br /&gt;
Down Forward + Strong Kick: your main tool for punishing most fireballs, but be sure to time it well because it is unsafe on block.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
*Ball Rose (Charge Back, Forward + Punch): Sonic boom with a pretty fat hitbox and very little charge time (2/3s of a second). Remember that you can release all sonic boom projectiles in this game with down forward, which allows you to keep charge for your flash kick!&lt;br /&gt;
&lt;br /&gt;
*Flic Flac (Charge Down, Up + Kick): Flash kick that has start up invincibility and moves Jean backwards... as broken as that might sound, be wary of characters that can punish a blocked Flic Flac midscreen, and don&#039;t get too reckless with it when you&#039;re in the corner, as every character can get a very painful punish there.&lt;br /&gt;
&lt;br /&gt;
*Needle Shower (Tap Punch Repeatedly): No real use because of Ultra Needle Shower (see below)&lt;br /&gt;
&lt;br /&gt;
*Ultra Needle Shower (ABCD): Jean&#039;s most important tool on offense. Canceling normals into Ultra Needle Shower deals huge damage, and you can repeatedly cancel light normals into it and then walk in and do it again for some insane damage combos. Learning how to cancel into ABCD Hands is essential for playing Jean at a high level.&lt;br /&gt;
&lt;br /&gt;
*Rondato (Charge Forward, Quarter Circle Back + Kick): Might just be one of the worst special moves in the game, though it is invincible during its first few frames and could be used to escape the corner or for some kind of 300 IQ throw bait. Personally, I would only use this to kill a dizzied opponent with style.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Jean is a very simple character, perhaps one of the easiest characters in terms of gameplan. From far away, his gameplay is as simple as throwing out Ball Roses and anti airing with crHP and Flic Flac. When he wants to get in to do damage, he will do it through one of his excellent jump-in attacks or his slide, and once he&#039;s in, his mixup is as simple as crLK xx Ultra Needle Shower (which you can do several times) or throw.&lt;br /&gt;
&lt;br /&gt;
While he does well in zoning with fireballs and up-close, Jean struggles somewhat in the neutral game against characters with anti-fireball tools and better buttons, such as Zazie or Ray, so generally you will want to avoid playing footsies against characters with better neutral (though it is important to mention that he can make his sweep safe by canceling into ABCD hands or Ball Rose).&lt;br /&gt;
&lt;br /&gt;
Jean&#039;s weakspot is his french leg band on his thigh. There is generally no downside to downbacking whenever you&#039;re being comboed, as crouching lowers his weakspot by a few pixels.&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK xx HP Ball Rose (good for pushing the opponent back on block, and the sweep will obviously knock down if it connects).&lt;br /&gt;
*crHP/clHP/clHK xx Ultra Needle Shower, crHK (easiest dizzy combo by far).&lt;br /&gt;
*clLK/crLP xx Ultra Needle Shower, walk in, repeat the process (this is a 100% combo against crouching opponents. You will know if Jean can do another rep whenever only one of the hits of Ultra Needle Shower connects. PRACTICE THIS!)&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Jean (Mirror): The mirror match comes down to which player has the better reads. Slide will easily punish Ball Rose, and from them on you can keep press the advantage as much as you want. Getting the other to the corner will generally give you the victory. Also, don&#039;t jump in this MU, just don&#039;t.&lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: Favorable for Jean. Clown&#039;s projectile is very slow, so you will not have any trouble reacting with slide. Also, he has no good anti airs just above his head, so you can keep bothering him with jump LK crossups and there&#039;s not much he can do about it. The only way Clown can get in on you is if he uses his head stamp to punish Ball Rose, so be on the look for that and you should be good. He can also read a bad Ball Rose and get a jump-in combo but, well, any character can do that to you from jump-in distance.&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin: Feilin&#039;s only saving grace in this MU is that most of her normals and special moves will hit your weakspot. Your projectile is better, your damage is better, and unlike her you don&#039;t need charge to punish her (easily reactable) fireballs. If Feilin is downbacking, she&#039;s most likely waiting for you to throw a Ball Rose so that she can punish you with her sliding uppercut, which means that you should probably not throw a fireball whenever she&#039;s charging. Other than that, she has no reliable way to defend against crossups, so abuse the hell out of jumping LK, and be sure to bait DPs from time to time as you can punish them for great damage up close.&lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: Be careful when throwing Ball Roses from full screen, as Karnov can teleport to punish them and potentially dizzy you in the process, though he needs charge in order to do this. Your best defense against balloon will be crHP and Flic Flac, but make sure to time them well depending on which version of balloon he&#039;s doing. Other than that, this MU is nothing special and can be played like normal (though you cannot punish Karnov&#039;s projectile with slide, you&#039;ll have to make a read and jump over it).&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: This MU can go either way. Jean has the potential to keep Lee out forever, but if he gets one knockdown you&#039;ll have a very tough time getting back on track. Zone Lee out with Ball Roses and make sure to anti air him whenever you&#039;re in range, you&#039;ll usually win here. If Lee neutral jumps over your Ball Rose, he will most likely try to use his Super HP Lunge Punch to get you during the startup of your next fireball, so be especially careful if he successfully neutral jumps over one of your projectiles. crLP is a great tool for checking his Lunge Punches, and it will hit Lee&#039;s weakspot, so make the most of it. It is also worth noting that your sweep will hit Lee&#039;s weakspot.&lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: Easy peasy. You don&#039;t ever need to hold forward during this MU unless you get a punish opportunity or after getting a dizzy. Just throw out Ball Roses if he&#039;s full screen. If he jumps from jump-in range, hit him out of the air with stHP. If he uses LK Rising Knee from that same distance, you can punish him with sweep. There&#039;s not much else to this MU, just don&#039;t throw a bad Ball Rose whenever Marstorius is at jump-in range, because he can get you with his sweep or a jump-in attack.&lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: This MU is very even, and will generally be won by whoever gets the other to the corner first. Both characters have deadly mixups in the corner, and have very similar neutral. Matlok has the advantage in having a better fireball, which is very hard for Jean to punish properly (you will need a good jump-in or a good read with your slide). However, Matlok has terrible anti airs, so abuse the hell out of jump-in attacks. Jean&#039;s anti airs are excellent, but Matlok&#039;s jump is very fast, so be careful at jump in range. There&#039;s not much else to this MU, both of you have tools to punish each other, you just have to make use of them at the right times, and if you manage to get Matlok to the corner you&#039;ll generally come out on top.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: You can zone Mizoguchi out with Ball Roses easily from full screen, as his only answer is to either jump forward or LK Tatsu over them. From neutral and jump-in range you have to be extremely careful: his HK Tatsu will go over your low attacks, giving him a full combo and a knockdown, and his jump is fast and low. ABCD Hands can punish his LP Koryu Sai, a move that is normally extremely hard to punish, so be aware of that. ABCD Hands cancelled from normals will hit a crouching Mizoguchi&#039;s weakspot, and you can follow it up with another rep, so learning your ABCD hand combos is extremely important for this MU. Try to keep Mizoguchi out, as he&#039;s very dangerous up close. He&#039;s going to have a hard time getting in due to his mediocre neutral and bad fireball, so your best bet is to not make mistakes in neutral and to keep him at a distance until he dies. &lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: One of Jean&#039;s worst MUs. You cannot challenge Ray in a fireball war, so your only answer to his projectile zoning will be to make a good read with your slide. Jumping is also generally a bad idea because your jump is floaty and Ray has the best anti air special move in the game. My advice for this MU would be to get a knockdown, generally with slide, and then keep the pressure on until Ray is dead. Be wary of Dynamite Tackles as they will all hit your weakspot; be especially wary of the electric version as it will dizzy you instantly if it connects, leading to a very painful dizzy combo.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Almost a free win for Jean. Be careful at jump-in range with your Ball Roses, as she can roll under them and grab you or jump over them and hit you. Also, don&#039;t jump at her if she&#039;s charging her Roll. Other than that, crHP, stHP and Flic Flac will beat all of her jump in attempts, and use max distance sweep xx Ball Rose to push her out to full screen. Ryoko has to take risks and make reads to even get in on you, while you can just sit on your ass and zone her out until she&#039;s dead. Also, your dizzy combos will HURT.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: Slightly in favor of Jean. If you manage to get Samchay dizzy, it&#039;s pretty much game over for him. Meanwhile, his combos do very mediocre damage. However, his Maddrons will beat your Ball Roses in a fireball war, so you&#039;ll need to mix it up when full screen. Slide works ok in this matchup, but be careful as Samchay can get his pressure going if he manages to knock you down. One thing to note is that Samchay&#039;s only good anti air is relatively difficult to pull off, so going for jump in isn&#039;t always bad in this MU. Be sure to punish badly spaced Ti-kau-kouns with ABCD hands or throw.&lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: This MU can be extremely difficult depending on how good the Yungmie player is at doing instant air Aura Smashes. You cannot contest her fireball with your own, so you&#039;ll have to be patient and hope she screws up. If she releases her fireball too high to the ground, you&#039;ll be able to duck it and close in the distance, then if she tries to throw another fireball you can hit her out of the air with stHP. She might also screw up her motion and end up jumping forward, in which case be ready to anti air with crHP, cancel into ABCD Hands and move in. Slide also works to punish her fireballs, but make sure it hits or she&#039;ll knock you down and you&#039;ll have to start the entire process again. Jumping in from the front is a terrible idea, though going for crossups might work well, just make sure that your spacing is right before doing it.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: Forget about trying to zone Zazie, you&#039;ll be asking to eat a Ducking Hellfire or worse, Ducking and then a combo from Hands, so only throw Ball Roses if you know he&#039;s not going to punish you. Zazie has a bit of a tough time dealing with Jean&#039;s jump-in LK and jump-in HK if he&#039;s not expecting it, so try to look for instances where you can jump in and get your up close mixups going. stHP and crHP will punish badly spaced hands. Finally, as with Mizoguchi, ABCD Hands cancelled from normals will hit a crouching Zazie&#039;s weakspot, and you can follow it up with another rep, so learning your ABCD hand combos is extremely important for winning this MU.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4652</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4652"/>
		<updated>2020-01-12T18:04:24Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even ON HIT. Use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seems to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: Not too bad. Take advantage of Matlok&#039;s terrible anti airs by jumping at unexpected moments. On his wake up, you can bait his flash kicks and then get a full combo punish on him. Your instant overhead fireball can be particularly useful in this match up as Matlok has a head weak spot. Read Matlok&#039;s sonic boom patterns and punish accordingly with Sliding Crane Strike, but you have to anticipate a fireball from him, as otherwise he will have already recovered by the time you&#039;re doing your move. You can also use your Flying Kick to counter a bad sonic boom from him, especially if he&#039;s about to be dizzied. Be careful when throwing fireballs in this match up, as Matlok has plenty of options against them. If he does Overhead Kick at any point, Crane Strike will hit his weak spot. Finally, I want to talk about what to do while being comboed: if he cannot charge during his combo, your best strategy is to stand up, as none of his normals will hit your dizzy spot; however, if he&#039;s doing a punish or dizzy combo on you, it&#039;s best to crouch in order to avoid his most dangerous normals from hittng your weak point.&lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised; instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4643</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4643"/>
		<updated>2019-12-31T16:47:43Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
&lt;br /&gt;
===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
&lt;br /&gt;
*Light Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Decent for tick throwing.&lt;br /&gt;
&lt;br /&gt;
Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
&lt;br /&gt;
*Strong Punch&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
&lt;br /&gt;
Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
&lt;br /&gt;
Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
&lt;br /&gt;
*Light Kick&lt;br /&gt;
&lt;br /&gt;
Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
&lt;br /&gt;
Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
&lt;br /&gt;
Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
&lt;br /&gt;
*Strong Kick&lt;br /&gt;
&lt;br /&gt;
Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
&lt;br /&gt;
Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
&lt;br /&gt;
Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
&lt;br /&gt;
*Command normals&lt;br /&gt;
&lt;br /&gt;
Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
&lt;br /&gt;
* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
&lt;br /&gt;
* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
&lt;br /&gt;
* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable.&lt;br /&gt;
&lt;br /&gt;
* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
&lt;br /&gt;
* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even ON HIT. Use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s tools seems to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
&lt;br /&gt;
Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
&lt;br /&gt;
Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
&lt;br /&gt;
==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
&lt;br /&gt;
==Matchups==&lt;br /&gt;
&lt;br /&gt;
*Vs. Feilin (Mirror): &lt;br /&gt;
&lt;br /&gt;
*Vs. Clown: &lt;br /&gt;
&lt;br /&gt;
*Vs. Karnov: &lt;br /&gt;
&lt;br /&gt;
*Vs. Jean:&lt;br /&gt;
&lt;br /&gt;
*Vs. Lee: &lt;br /&gt;
&lt;br /&gt;
*Vs. Marstorius: &lt;br /&gt;
&lt;br /&gt;
*Vs. Matlok: &lt;br /&gt;
&lt;br /&gt;
*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
&lt;br /&gt;
*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared. Pressure the fuck out of Ray with crLK on wake up if you manage to get a knockdown, as his only reversal option whiffs on crouching opponents. Always be ready to punish random Wheel Kicks in neutral, as this could be the opening that you need. Be very wary of Dynamite Tackles, as they will hit your weakspot, and always check if Ray is charging, because otherwise he won&#039;t be able to do his Thunder Dynamite Tackle; Dynamite Tackles are safe, but you may be able to walk up to them and grab them if they&#039;re blocking afterwards, or sweep them if they press buttons. The key to this matchup is to get a knockdown and pressure Ray until he&#039;s dead.&lt;br /&gt;
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*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
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*Vs. Samchay: &lt;br /&gt;
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*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised; instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4641</id>
		<title>Liu Feilin (FHD)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Liu_Feilin_(FHD)&amp;diff=4641"/>
		<updated>2019-12-31T16:39:27Z</updated>

		<summary type="html">&lt;p&gt;Golden-Shades: &lt;/p&gt;
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&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Liu Feilin&lt;br /&gt;
|image=[[Image:Kr-feilin.png]]&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Commonly ranked as one of the worst characters in the game, Feilin has a lot of weakness that drag her down, such as her lack of safe, bufferable special moves in neutral, weak damage output and lack of any real offensive momentum. However, that doesn&#039;t mean that it&#039;s impossible to be competitive with Feilin, you can still win plenty of matches with her, you just have to put in a lot more effort!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Great anti airs in sHK and Crane Strike.&lt;br /&gt;
* Good defensive abilities, as she gets access to her most powerful moves with downback charge.&lt;br /&gt;
* Can punish most fireballs with Sliding Crane Strike, which can hit most dizzy spots.&lt;br /&gt;
* Has an instant overhead which can be very useful in some situations.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Has very weak special move buffers: her fireball cannot combo from normals and it is also too slow to be a true blockstring.&lt;br /&gt;
* Her fireball also has lots of startup and is generally only useful for some light zoning.&lt;br /&gt;
* Weak damage output, even weaker if she doesn&#039;t time to charge her Sliding Crane Kick.&lt;br /&gt;
* Prone to being dizzied easily, as most attacks hit her dizzy weak spot.&lt;br /&gt;
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==Moves==&lt;br /&gt;
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===Normal Moves===&lt;br /&gt;
Note: I&#039;m only going to list normals that I find useful for at least 1 purpose, even if it is niche.&lt;br /&gt;
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*Light Punch&lt;br /&gt;
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Standing (Far) - Decent for tick throwing.&lt;br /&gt;
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Crouching - Mashable light punch. In some match ups, you can do your combos as crLK, crLP instead of crLK x2, as crLP will hit some lower weak spots and potentially dizzy some characters quicker. However, don&#039;t do this at any range except point blank, as crLP doesn&#039;t have a lot of range.&lt;br /&gt;
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*Strong Punch&lt;br /&gt;
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Standing (Far) - Ok poke, good in some match ups, not much else to it.&lt;br /&gt;
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Crouching - You will use this to combo into Sliding Crane Strike. Not much else to say aside from that.&lt;br /&gt;
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Jumping - This is your only crossup. Use this for crossing up and also for comboing into crHP xx Sliding Crane Strike (start charging mid air on the direction in which you expect to land).&lt;br /&gt;
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*Light Kick&lt;br /&gt;
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Standing (Far) - This has extremely long range for a light normal, and great priority to boot. Plus, it hits many dizzy spots, so you&#039;ll find yourself using this normal a LOT.&lt;br /&gt;
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Crouching - Decent range. This will be your main tool for comboing into Sliding Crane Strike.&lt;br /&gt;
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Jumping - Has decent priority and stays out forever. If you land this, prepare to do crLK x2, crHP xx Sliding Crane Strike (it will be easier if you&#039;re already charging as you jump in).&lt;br /&gt;
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*Strong Kick&lt;br /&gt;
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Crouching - Thankfully, Feilin&#039;s sweep has excellent range. This will be your main poke in neutral.&lt;br /&gt;
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Jumping - This has the most range out of all her jump ins, so use this if you jump in from afar.&lt;br /&gt;
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Jumping (Neutral) - Same as her other jumping strong kick.&lt;br /&gt;
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*Command normals&lt;br /&gt;
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Forward + Strong Kick - Another decent poke, has slightly longer range than stHP.&lt;br /&gt;
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===Special Moves===&lt;br /&gt;
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* Mantis Claw (Quarter Circle Forward + Punch): It&#039;s a fireball. However, unlike most other fireballs, you can&#039;t blockstring or combo into it, making it far less useful than it could be. It also has tons of startup and recovery. However, it&#039;s still decent from fullscreen, and you can still throw it in mid range, but ONLY if you know that your opponent is not going to punish you for it.&lt;br /&gt;
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* Air Mantis Claw (Back, Down-Back, Down + Punch in mid air): This is an air fireball that travels in a very steep downwards angle towards the ground. It is sometimes useful to throw out in neutral, as it can stop the opponent&#039;s approach on the ground and may even hit a limb from them. This attack can also be used as an instant overhead if you do Back, Down-Back, Down, then press jump + Punch, and this is extremely useful for killing opponents who are near death, and also dizzying opponents with flashing head weakspots. However, this attack has a LOT of recovery, so if it fails to kill or dizzy the opponent and you recover close to them, prepare to eat a VERY painful combo... It&#039;s best to use this attack sparingly and only in the situations I mentioned, as otherwise it is very unsafe and risky.&lt;br /&gt;
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* Crane Strike (Charge Down, Up + Punch): Your main invincible reversal and anti air tool. The LP version gives you good oki if it lands on the ground, and it has good invulnerability during its first few frames. The HP version hits twice on the ground and goes higher up in the air. If blocked, the LP version leaves you kinda vulnerable while the HP version leaves you very vulnerable.&lt;br /&gt;
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* Sliding Crane Strike (Charge Down, Down-Back, Down-Forward, Forward, Up-Forward + Punch): This move has two main uses: first, it is your main anti-fireball tool in neutral, as the HP version goes like 3/4ths of the screen; second, it is your main combo ender after crHP whenever you have charge ready. The only thing that sets this move back is its weird motion, but your should definitely practice it because it makes Feilin&#039;s combos a lot stronger.&lt;br /&gt;
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* Flying Kick (Down + Strong Kick when at the apex of your jump): Feilin does a divekick which bounces back on both block and hit. You can do this move from any jump arc. The kick is unsafe against most if not all of the cast even ON HIT. Use it if you&#039;re expecting to dizzy with it. For some reason, the input for this move is extremely picky, so it is a good idea to ALWAYS do the input as Down + Both kicks, the reason for this is that if the Flying Kick doesn&#039;t come out, a jLK will come out because of the input priority, so you won&#039;t fall to the ground defenseless; you may even be able to combo the opponent if they fail to anti air you.&lt;br /&gt;
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==Gameplay==&lt;br /&gt;
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Feilin&#039;s tools seems to benefit playing defensively, reading your opponent&#039;s habits and countering whatever they&#039;re doing with the right tools. Feilin gets access to her most powerful tools and combos whenever she has charge; whenever she leaves down charge she&#039;s way more vulnerable, has less damage potential, and will generally be limited to using pokes in neutral. For this reason, turtling with Feilin is generally not a bad idea, especially if you have a good life lead, as your punishes can do more damage.&lt;br /&gt;
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Being smart and choosing your battles wisely will give you a greater chance of winning. For example, you will not win a fireball war with Feilin, but you can punish predictable and slow fireballs with Sliding Crane Strike, however, as it is unsafe on block, you will also need to know when not to do it. Because her own tools are not worth all that much offensively, it is better to let your opponent make mistakes and capitalize on them.&lt;br /&gt;
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It&#039;s all well and good until Feilin needs to be offensive herself, and this is her main downfall. Feilin&#039;s pressure is one of the weakest in the game, and she has practically no combo potential if she has to move forward. On the ground, you will be looking to play an IMMACULATE footsies game (if you&#039;re good at whiff punishing, use crHK for that, then close the gap after they&#039;re knocked down). Once you&#039;re in, you will be looking to do 2 things: tick throws, and crouching lights into either sweep, or crHP xx Sliding Crane Strike if you&#039;ve managed to get the charge for it. If you haven&#039;t managed to win the neutral game, it may not be a bad idea to try and jump in on your opponent; your jump-in of choice will depend on the angle, and always remember to charge everytime you jump, in case you manage to land your jumping attack. Feilin&#039;s jump is high but quick, so if you&#039;re unpredictable it&#039;s a good way to approach your opponent and hopefully land a combo.&lt;br /&gt;
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Feilin&#039;s weakspot is her chestplate on her torso. Ducking while being comboed will generally shrink and lower your weakspot hurtbox, so you should generally always do it save for the few instances where it&#039;s obviously not a good idea (For example, vs. Jean or Zazie).&lt;br /&gt;
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==Combos==&lt;br /&gt;
*crLK x3, crHK (without charge, this is the best combo you can do on someone. You COULD cancel the sweep into her fireball on block, but most characters can just jump over it and punish you).&lt;br /&gt;
*crLK x3, crHP xx Sliding Crane Strike (you will be looking to catch an opponent standing or doing something so you can land this combo!).&lt;br /&gt;
*jHP (crossup), crHP xx Sliding Crane Strike (jHP is Feilin&#039;s only crossup, so every time you try to crossup the opponent you&#039;ll be looking to land this combo).&lt;br /&gt;
*jHP, crLK, crHP xx Sliding Crane Strike (your most damaging combo. Practice this a lot, because as Feilin you wanna get as much damage as you can).&lt;br /&gt;
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==Matchups==&lt;br /&gt;
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*Vs. Feilin (Mirror): &lt;br /&gt;
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*Vs. Clown: &lt;br /&gt;
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*Vs. Karnov: &lt;br /&gt;
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*Vs. Jean:&lt;br /&gt;
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*Vs. Lee: &lt;br /&gt;
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*Vs. Marstorius: &lt;br /&gt;
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*Vs. Matlok: &lt;br /&gt;
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*Vs. Mizoguchi: This match up is frustrating because Mizoguchi is one of those characters that can definitely random you out and kill you off of 1 or 2 mistakes. First, know that if you happen to get caught in a combo, crouching is ALWAYS a good idea, as his attacks will no longer hit your weak spot. Now lets get into punishing his special moves: his fireball is very slow, so if he&#039;s chunking them out for some reason, don&#039;t let him get away with it and use your Sliding Crane Strike to punish it, or you could also jump in and get a combo punish; LP Koryu Sai is very hard to punish, so if you&#039;re midscreen the best thing you can do is just backdash the hell out of there, but if you&#039;re in corner it&#039;s a bit of a coin flip... your sweep and LP Crane Strike seem to be your best bets for punishing it; HP Koryu Sai is very punishable, you should definitely do your crLK x2, crHP xx Sliding Crane Strike combo; LK Tatsu is duckable, so just crouch and get a full combo punish; HK Tatsu is best punished with throw, so as soon as you see Mizoguchi doing HK Tatsus very close to you, start mashing throw; however, his HK Tatsu is safe if he&#039;s not within your throw range, so the best thing you can do if you&#039;re not in the corner is to backdash (if for some reason he does the full 5 kicks of his Tatsu, they&#039;re always combo or sweep punishable). His jump is quick and low to the ground and his air normals are great, so you wanna stick to doing LP Crane Strikes to anti air him; if for some reason he starts jumping at you like an idiot and you block one of his jumping attacks, you will have to get him out of the air with stHK, which usually trades with him. At footsies range, it&#039;s best not to sweep at all and instead stick to fHK for your pokes, because Mizoguchi&#039;s HK Tatsu has the annoying property of going over lows. Finally, it&#039;s good to know that your instant overhead will hit Mizoguchi&#039;s headband weakspot. All in all, you wanna play defensively against Mizoguchi, but don&#039;t corner yourself because that&#039;s a very bad place to be at.&lt;br /&gt;
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*Vs. Ray: This match up is awful for several reasons. Ray has better pokes, better special moves, and the ability to dizzy you instantly with his Thunder Dynamite Tackle. Read your opponent&#039;s fireball patterns and punish accordingly with your Sliding Crane Strike. Don&#039;t jump at Ray unless you have a read on a bad fireball, in which case have your combo prepared.&lt;br /&gt;
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*Vs. Ryoko: Definitely in Feilin&#039;s favor. Ryoko needs to get in in this match up, but she doesn&#039;t have great means to do so. Feilin bodies Ryoko in the neutral game with crHK and fHK, so use those pokes to keep Ryoko out. From fullscreen you can throw fireballs with impunity, but stop if she gets any closer than that. If she jumps, Crane Strike and stHK will take her out of the air everytime, and there&#039;s nothing she can do about it. Ryoko has to take risks, and you will play to capitalize on those risky plays by playing a solid defensive game.&lt;br /&gt;
&lt;br /&gt;
*Vs. Samchay: &lt;br /&gt;
&lt;br /&gt;
*Vs. Yungmie: Not a great match up for Feilin, especially if the Yungmie player is good. This is one of the few fights where you have you go in yourself, as Yungmie will wear you down with her fireball spam. Using your Sliding Crane Strike to punish her fireballs is ill-advised; instead, neutral jump fullscreen fireballs and close the distance little by little. Once you are at footsies range, she will most likely try to sweep you, the answer to which is to whiff punish her sweep with your own; she might also try to keep chunking fireballs at you from that distance, which will beat your sweeps, however, your stHP will hit her out of her fireball during its startup frames; basically, at this distance it&#039;s a matter of guessing between these 2 options. Finally, if the Yungmie player misses her fireball input, she will most likely end up jumping towards you defenseless, which you can capitalize on by anti-airing her or by doing a full combo on her as she lands.&lt;br /&gt;
&lt;br /&gt;
*Vs. Zazie: This is a terrible match up. Use your sweep to punish all of his Hell Fires (though the timing is very tight). Crane Strike will whiff punish his ABCD punches special, and you can also mash crouching jab to an extent to beat it (both the risk and the reward are lower). Don&#039;t use your fireball at all unless he&#039;s at fullscreen distance. Jumping at Zazie isn&#039;t a terrible idea, as his anti airs are slow and a bit unreliable, and you should be able to hit his weakpoint at least twice in that combo. This is also one match up where your instant overhead will prove to be very useful, as Zazie has a headband dizzy spot. Other than that, play VERY defensively and hope that Zazie makes mistakes that you can capitalize on. Don&#039;t make mistakes yourself, as he has the potential to drain your life bar in one combo.&lt;/div&gt;</summary>
		<author><name>Golden-Shades</name></author>
	</entry>
</feed>